Collision spheres

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BenderBRodriguez
Posts: 6
Joined: Tue Mar 01, 2011 5:25 pm

Collision spheres

Post by BenderBRodriguez » Tue Nov 01, 2011 5:20 pm

Hi there
Anyone know of any tutes or documentation on collision spheres? Or even a basic workflow? I've tried a few things but so far haven't been able to figure them out.

Cheers,

Gerard

elpin
Posts: 11
Joined: Thu Sep 29, 2011 1:05 am

Re: Collision spheres

Post by elpin » Thu Nov 03, 2011 3:46 pm

I would be also interested in this.

MadCar guys really need to update the documentation...

admin
Site Admin
Posts: 448
Joined: Fri Jan 23, 2009 7:44 pm

Re: Collision spheres

Post by admin » Sun Nov 06, 2011 11:56 pm

Yes...
Sorry... it is really black hole in documentation.
I will fix it on this week.

BenderBRodriguez
Posts: 6
Joined: Tue Mar 01, 2011 5:25 pm

Re: Collision spheres

Post by BenderBRodriguez » Tue Nov 08, 2011 6:17 am

Thanks very much.

GimbalLocker
Posts: 3
Joined: Mon Nov 07, 2011 8:55 pm

Re: Collision spheres

Post by GimbalLocker » Wed Nov 09, 2011 1:59 am

Think I figured it out. The Collision Spheres are used to represent the Car within the Madcar cage, NOT the objects that the vehicle is colliding with. Basically just place them within the car body, loosely representing the boundaries of said car body.

idav
Posts: 5
Joined: Wed Feb 23, 2011 12:02 am

Re: Collision spheres

Post by idav » Thu Dec 29, 2011 10:13 pm

Was the documentation updated? It seems like the same manual has been on the product page for about a year now.

admin
Site Admin
Posts: 448
Joined: Fri Jan 23, 2009 7:44 pm

Re: Collision spheres

Post by admin » Tue Jan 03, 2012 11:03 pm

Collisions in MadCar.
There are 2 types of collisions to be calculated in MadCar simulation
1. Collisions between the wheels and the ground
2. Collisions between ”Collision Spheres" and the ground.
By default, a car's body does not simulate the possible collision with obstacles or the ground in a rollover.
If you need to simulate such an event, you need to add”Collision Spheres" to MadCar rig.  Place them so that their combined volume is repeating the shape of your vehicle. Try to keep number or spheres as little as possible (optimal number is 10-20), otherwise it may slow down the process of simulation. The “Rigidness” parameter controls the stiffness of the collision, and the parameter “Grip” controls friction.
Obstacles that you are going to impact your car should be included in the geometry of the surface.
Collision Spheres usage example:
Image
Image
Image
[youtube]Hqrvr2OzV9Y[/youtube]

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