Search found 33 matches

by coimbra79
Thu Jun 18, 2015 12:49 pm
Forum: Questions and Help
Topic: Skinning and Ragdoll Physics.
Replies: 13
Views: 9834

Re: Skinning and Ragdoll Physics.

i write this line:

Code: Select all

BEPUphysics.CollisionShapes.ConvexShapes.InertiaHelper.InertiaTensorScale = 5f;
by coimbra79
Thu Jun 18, 2015 12:44 pm
Forum: Questions and Help
Topic: Skinning and Ragdoll Physics.
Replies: 13
Views: 9834

Re: Skinning and Ragdoll Physics.

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...
by coimbra79
Fri May 22, 2015 10:06 am
Forum: Questions and Help
Topic: Skinning and Ragdoll Physics.
Replies: 13
Views: 9834

Re: Skinning and Ragdoll Physics.

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...
by coimbra79
Wed May 20, 2015 1:50 pm
Forum: Questions and Help
Topic: Skinning and Ragdoll Physics.
Replies: 13
Views: 9834

Re: Skinning and Ragdoll Physics.

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...
by coimbra79
Thu Mar 05, 2015 10:12 am
Forum: Questions and Help
Topic: Skinning and Ragdoll Physics.
Replies: 13
Views: 9834

Re: Skinning and Ragdoll Physics.

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 ...
by coimbra79
Wed Mar 04, 2015 2:45 pm
Forum: Questions and Help
Topic: Skinning and Ragdoll Physics.
Replies: 13
Views: 9834

Re: Skinning and Ragdoll Physics.

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...
by coimbra79
Sat May 24, 2014 12:01 am
Forum: Questions and Help
Topic: Question about Update
Replies: 7
Views: 5338

Re: Question about Update

Ok, i'll work and try to set update following your suggestions!

Very Thanks!

Norbo for President!!
by coimbra79
Fri May 16, 2014 9:45 pm
Forum: Questions and Help
Topic: Question about Update
Replies: 7
Views: 5338

Re: Question about Update

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...
by coimbra79
Fri May 16, 2014 6:34 pm
Forum: Questions and Help
Topic: Question about Update
Replies: 7
Views: 5338

Re: Question about Update

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...
by coimbra79
Thu Oct 24, 2013 1:35 pm
Forum: Questions and Help
Topic: entity sliding bad above a perfect plane!
Replies: 2
Views: 3005

Re: entity sliding bad above a perfect plane!

Norbo 4 president!
i realised the piano using unjointed faces, so naturally it had the undesired hoppings!

a note to say thanks to NORBO!
http://bepu.nfshost.com/forum/viewtopic.php?f=9&t=1757
by coimbra79
Thu Oct 24, 2013 1:11 pm
Forum: General
Topic: Powered by Bepu
Replies: 10
Views: 14717

Re: Powered by Bepu


This is a coiAxis* demo realized to show a few of application can be performed using BEPU.
Thanks Norbo and all BEPU team!
by coimbra79
Sun Oct 20, 2013 11:57 pm
Forum: Questions and Help
Topic: entity sliding bad above a perfect plane!
Replies: 2
Views: 3005

entity sliding bad above a perfect plane!

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...
by coimbra79
Mon Dec 24, 2012 3:11 pm
Forum: Questions and Help
Topic: StaticMesh count
Replies: 1
Views: 2032

StaticMesh count

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...
by coimbra79
Sun Nov 25, 2012 2:57 pm
Forum: Questions and Help
Topic: Help with joints
Replies: 10
Views: 6883

Re: Help with joints

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...
by coimbra79
Sun Nov 25, 2012 2:30 pm
Forum: Questions and Help
Topic: Help with joints
Replies: 10
Views: 6883

Re: Help with joints

...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...