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behavior + physics
Posted: 14 August 2012 06:29 PM   [ Ignore ]
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Hello

Is it possible to combine behaviours and physics? I want to make a spinning coin that settles on a table.
So, I thought I might combine a modifier (behaviours > spin) with physics, but the behaviour only works with the keyframe method.

Any ideas?

Br, Donleavy

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Posted: 14 August 2012 08:10 PM   [ Ignore ]   [ # 1 ]
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I think with physics there’s an option to set an initial velocity. In this case it’s an angular velocity, so set it at whatever you want to make it start out spinning. No need for keyframing or anything else. But you’ll have to set the Z axis angular velocity to a very high value, maybe 5000 or something.

Anybody fall asleep ?

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Posted: 14 August 2012 08:16 PM   [ Ignore ]   [ # 2 ]
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Works on a simple cylinder primitive:

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Posted: 14 August 2012 10:00 PM   [ Ignore ]   [ # 3 ]
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I think you can also add a “torque force” to slow down the spin afterwards. Or maybe the “damping force”. I didn’t try either, but initial velocity seems to work fine.

http://youtu.be/yKLW3fLk5vE

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Posted: 15 August 2012 01:26 AM   [ Ignore ]   [ # 4 ]
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Works for me…thanks Holly http://youtu.be/cToExRucyqQ

 


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“There is never enough sleep for the salior of the night” jcrabb
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Posted: 15 August 2012 03:28 PM   [ Ignore ]   [ # 5 ]
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Thank you for your help - that did the trick! Now the trick needs tweaking to look convincing….

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