POV-Ray : Newsgroups : povray.binaries.animations : Dodgy suspension (451kbu MPEG 1) Server Time
19 Jul 2024 17:13:26 EDT (-0400)
  Dodgy suspension (451kbu MPEG 1) (Message 1 to 9 of 9)  
From: Alan Holding
Subject: Dodgy suspension (451kbu MPEG 1)
Date: 12 Aug 2002 17:58:53
Message: <3d582f9d@news.povray.org>
Hello all,

For a while now I've been trying to simulate suspension for a four 
wheeled vehicle.  It's proving a real nightmare so I'm going to go and 
do something else for a bit.

It's all done with trace().

Any comments?


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Attachments:
Download 'driving_bumps_v4_002b.mpg' (451 KB)

From: James Taylor
Subject: Re: Dodgy suspension (451kbu MPEG 1)
Date: 12 Aug 2002 18:45:08
Message: <3d583a74$1@news.povray.org>
> Any comments?
>

very nice so far - but I think the suspension needs to be stiffer, with a
little less travel and perhaps a little less damping. I'm guessing that
these would be easy to change in your code although probably lie in the
'personal preference' category.

jim


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From: Jim Kress
Subject: Re: Dodgy suspension (451kbu MPEG 1)
Date: 12 Aug 2002 21:41:59
Message: <3d5863e7$1@news.povray.org>
The car looks like a Camaro, not a Dodge ...

Jim


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From: Peter Popov
Subject: Re: Dodgy suspension (451kbu MPEG 1)
Date: 13 Aug 2002 01:36:40
Message: <6d6hlu82t4cqrc58ugb34gs77s43r9rc59@4ax.com>
On Mon, 12 Aug 2002 22:55:45 +0100, Alan Holding <man### [at] lineonenet>
wrote:

>For a while now I've been trying to simulate suspension for a four 
>wheeled vehicle.  It's proving a real nightmare so I'm going to go and 
>do something else for a bit.

>It's all done with trace().

Impressive! I would really like to know a bit more about your
simulation details.

No comments on the simulation itself, only one general nitpick.
American cars tend to have stiffer suspension, this one moves like a
Xantia on low air or even a buggy.


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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From: ABX
Subject: Re: Dodgy suspension (451kbu MPEG 1)
Date: 13 Aug 2002 04:31:20
Message: <gqghluku1u2r0l3j3ec9t0ahb6spq09jrc@4ax.com>
On Mon, 12 Aug 2002 22:55:45 +0100, Alan Holding <man### [at] lineonenet> wrote:
> It's all done with trace().
> Any comments?

Your trace failed when checked pov version. It's probably 3.X, not 1 ;-)

Nice experiment.

ABX


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From: Greg M  Johnson
Subject: Re: Dodgy suspension (451kbu MPEG 1)
Date: 13 Aug 2002 07:48:57
Message: <3d58f229$1@news.povray.org>
Could we please see an IRTC anims submission with the Basket Dudes riding
this car?


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From: Hugo
Subject: Re: Dodgy suspension (451kbu MPEG 1)
Date: 13 Aug 2002 10:50:28
Message: <3d591cb4$1@news.povray.org>
> For a while now I've been trying to simulate suspension for a
> four wheeled vehicle.

Isn't that perfect?  :o)  It looks perfect to me!
And I have no idea how to program something like this.

Regards,
Hugo


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From: Alan Holding
Subject: Re: Dodgy suspension (451kbu MPEG 1)
Date: 13 Aug 2002 13:13:40
Message: <3d593e44@news.povray.org>
Greg M. Johnson wrote:
> Could we please see an IRTC anims submission with the Basket Dudes riding
> this car?

I'll try!


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From: Alan Holding
Subject: Re: Dodgy suspension (451kbu MPEG 1)
Date: 13 Aug 2002 13:25:57
Message: <3d594125@news.povray.org>
Hugo wrote:
> Isn't that perfect?  :o)  It looks perfect to me!
> And I have no idea how to program something like this.

Thanks, Hugo.  (No cheque in the post this time, mate!)

It's not quite perfect.  The chassis wobbles way too much in the Z axis 
and the whole basis of the simulation is wrong anyway as the front 
wheels are rotated in Z according to an averaged angle (instead of being 
independently suspended/rotated).  The read wheels are rotated in Z 
using this trumpery gimcrack, too.

The wheels X rotatation is fake too.  Look close (vveerryy close) and 
you'll see that they don't rotate relative to the distance they've 
actually travelled (including the extra up and down of the bumps), just 
the rotation in relation to a fixed Z distance.  (Confused?)

The next stage will be to give the chassis a proper centre of gravity to 
rotate around (it currently rotates around averaged Z and X angles taken 
from positions of the wheels) OR to enforce a proper simulation with 
springs, etc.

*And* I want to include a force/intertia system for animations so that 
the chassis will wobble back and forth and side to side as the car 
skids, slides to a stop, etc.  That should actually be pretty easy, 
believe it or not!

Break out the Nurofen!


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