can the inertia scale be called in any time of my simulation? becouse it really dont change nothink i move his value from 0.001f to 5f. Im trying every thinks (about your list of possibles reasons), but the impression is the same in all cases... the cloth seem to be huggest than his graphic rapprese...
thanks Norbo it work fine infact! The last to be perfect in my cloth simulation is the inertia... the current look like huggest object then i need. I know (reading other threads), i must scale the inertia by using inertiahelper... but modifing parameter it dont seem change... Ill do other tryes, but...
HI!... Please Helpme! As i already show in the picture im working on rigged cloth. Im very near to solve it in all... Only i need to link all joint parented with the main (all joint with hierarky == 0) with a rigid joint. The result must be: if i drag or rotate the main joint all the directly linked...
http://www.coisystems.com/clothimg.jpg the image rapresents the skinnedModel i project in Maya to performs cloth... It seem poor of joints but in reality they'r enough for my target. To conform them with yours words i must replace that structure with a grid min 2XallVerticalJoints?... This way the ...
HI! Im using this discussion, because its the nearest to my problem. Infact: I need to simulate cloth by using model joints, so this is my way: 1-realized the cloth... a skinnedModel (from Maya), with a bindPose and an animation keyfame only 2-export it on my project by FBX format. 3-in my 'CLOTHCla...
yes, your plane seem exact (naturally!) I added the command Spazio.TimeStepSettings.TimeStepDuration =1f/60 with Spazio.TimeStepSettings.TimeStepDuration =1f/Main1.mApplicazione.TIME.FpS; where Main1.mApplicazione.TIME.FpS get the current framerate. It work fine (as seem)! Do you think is a acceptab...
wow!! i based a mine entire project and the relative physics on this line Spazio.Update(gameTime.ElapsedGameTime.Milliseconds); it works properly becouse i've TargetElapsedTime = new TimeSpan(TimeSpan.TicksPerSecond / 60); and my pc is ever inside the 60fps... But now im going to fix the relative pa...
HI Everybody! i want try to develope a game for pc, where cars drift on some tracks... It may be a lovely game, but unfortunately i have a strange iussue: when tyres drift in track (perfectly planar), it happen in specifics point, they suddenly 'hopping'. Why it appen? How the way to fix this iussue...
HI! I've a strange yussue: in my app the FPS starts correctly at 60 just as i set. every time i load a new level it become lowest. I think wrong something in the load/unload scene... this is the unload (~) Content.Unload(); mContentXAll.Unload(); mComponentsXAll.Clear(); for (int i = 0;i<space.entit...
The fact that increasing the inertia tensor helped implies that things are in a fairly difficult configuration with lots of high-leverage interactions. bingo... I dont know why the solver.iterationlimit was set to 1!!! Now im happy like a kid into a toy-shop with the daddy credits card! Im testig a...
...mmm... a note if try to set differents mass and spring settings, max speed etc in you sample the joint-sistem mantains his stability. So i presume the mass is not the problem. why this line works without the right parameters numer? steeringMotor = new RevoluteMotor(body, suspensionLeg, Vector3.Up...