Why my object splits during a dforce simulation ?
in The Commons
Hello,
Yes it's late but I woud like to begin to build objects that support dforce simulation.
If I create an object with 2 primitives : a plane and a sphere. Then export in .obj file.
Even if I collapse all surfaces and have only one surface, when I apply a dforce simulation, the 2 primitives separate (like you can see on screenshot).
---> Which parameter makes it possible to weld the elements during a simulation ?
Thank you so much !
daz dforce.png
727 x 1495 - 64K

Comments
Exporting as a single OBJ just places all the vertices and polygons in one "container", it doesn't stick them together if they are separate (unless they have precisely coincident vertices and you choose the option to remove redundant vetices, maybe). In this case, I suspect your plane is only a single division so its vertices are all completely outside the sphere which strongly stacks the odds against its colliding and holding in place.
I think Richard is right. Make your plane at least 5 divisions or even better 50. See my thread on How to Use dForce for more guidance.
Ok I try with more divisions on plane and it's very better.
But it still seems a bit that the two elements are not totally connected. How to properly weld 2 objects?
I tried using the Hexagon tool (weld objects) and it does not change the result compared to the export in .obj format
RGcingy, I read and read again your tutorials. Thank you for do that, they
they are very useful !!!
glad they are of help
If you have two objects and you want them to be one, you have to physically weld them together in the parts where they meet. Applying a global "weld" command in Hexagon will not do it. Each separate object has to have vertices that meet up with vertices of the other object and then welded. You can't just group them (which is what you're doing essentially) and expect them to be welded. They are two different things.
Laurie
To weld items there must be vertices in exactly the same place, since that's all that is really there - the edges and polygons are defined by the vertices.
Ok, thank you for these clear explanations.!
Is there a tool for help to create this perfect weld ?
Thank you again
You really need to do this in the initial creation stage, in a modelling application.
I used to distort primitives and then assemble them to make the final object. Is there a trick to weld them without too much time?
I think you would have to use a modeller to snap and weld the vertices you wanted to join, or to add vertices (and edges, since dForce wants quads and just adding vertices will often give you polygons with more than four vertices) at the junction point and weld them.
Ok Richard, it's not as easy as I would. Thank you for reply
Is Hexagon is a modeller ?
Hexagon, yes, as is Blender, 3dsmax, Maya, Zbrush and many others.