POV-Ray : Newsgroups : povray.binaries.animations : Stacked Bouncing Balls (MPG, 404 KB) Server Time
19 Jul 2024 07:27:53 EDT (-0400)
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From: Neonux
Subject: Re: Stacked Bouncing Balls (MPG, 404 KB)
Date: 19 Sep 2003 20:53:55
Message: <3f6ba523@news.povray.org>
Actually when I watch the "drift" it seems to me that the floor and the
spheres haven't much friction between them.  Is this a possibility?


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From: None
Subject: Re: Stacked Bouncing Balls (MPG, 404 KB)
Date: 19 Sep 2003 21:15:53
Message: <Xns93FBD851A526BNone@204.213.191.226>
None <Non### [at] onca> wrote in news:Xns### [at] 204213191226:
> [...]
>          rotate <0,RotY,0>
>          translate <0,BallRadius,0>
>          rotate <RotX,0,RotZ>
>       Center_Trans(Ball, x+y+z)
> [...]

Uh, Just realized the RotY rotate should be after the Center_Trans()... ok.


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From: None
Subject: Re: Stacked Bouncing Balls (MPG, 404 KB)
Date: 19 Sep 2003 21:22:14
Message: <Xns93FBD9655F7DENone@204.213.191.226>
"Neonux" <neo### [at] softhomenet> wrote in news:3f6ba523
@news.povray.org:

> Actually when I watch the "drift" it seems to me that the floor and the
> spheres haven't much friction between them.  Is this a possibility?

I can see what you mean but no.  The physics, as it is, doesn't allow 
frictionless contact or "sliding".  The problem was that with the way I was 
drawing the balls, the more a ball rotated the more the ball's texture 
rotation was off from the physics rotation.  The "drift" is actually that 
the balls are moving a little in direction A but the texture rotation is 
going in direction B, slightly off.  I think I have a solution for that 
now.  I will post the results here.


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