POV-Ray : Newsgroups : povray.binaries.animations : Pool ball pyramid (was None :-) (MPG, 576KB) Server Time
18 Jul 2024 18:33:31 EDT (-0400)
  Pool ball pyramid (was None :-) (MPG, 576KB) (Message 1 to 8 of 8)  
From: Alain
Subject: Pool ball pyramid (was None :-) (MPG, 576KB)
Date: 18 Oct 2003 13:13:53
Message: <Xns9418868692525Caelum@204.213.191.226>
55 pool balls neatly stacked in the shape of a pyramid.  The pool balls 

them here for the fun of it.

Was messing around with ball pyramids earlier and it revealed another bug 
in my code.  When lots of balls were stacked, the system was getting 
jittery and the balls appeared nervous.  I'm pretty sure I've fixed that 
now.  The pool balls are 57 mm in diameter and the gravity is good, but I 
think the ball to ball friction coefficient is more than it should be in 
this case.  But it keeps the pyramid alive for a tiny bit longer :-).

Hope I'm not boring people or wasting space on this server with my tests.  
They amuse me, so I figure they may amuse others.


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Attachments:
Download 'ps4.mpg' (577 KB)

From: Fernando Gonzalez del Cueto
Subject: Re: Pool ball pyramid (was None :-) (MPG, 576KB)
Date: 18 Oct 2003 14:02:31
Message: <3f918037$1@news.povray.org>
Cool... I liked how you managed to simulate correctly the rotation of the
balls.

Fernando


news:Xns### [at] 204213191226...
> 55 pool balls neatly stacked in the shape of a pyramid.  The pool balls

use
> them here for the fun of it.
>
> Was messing around with ball pyramids earlier and it revealed another bug
> in my code.  When lots of balls were stacked, the system was getting
> jittery and the balls appeared nervous.  I'm pretty sure I've fixed that
> now.  The pool balls are 57 mm in diameter and the gravity is good, but I
> think the ball to ball friction coefficient is more than it should be in
> this case.  But it keeps the pyramid alive for a tiny bit longer :-).
>
> Hope I'm not boring people or wasting space on this server with my tests.
> They amuse me, so I figure they may amuse others.
>
>


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From: Alain
Subject: Re: Pool ball pyramid (was None :-) (MPG, 576KB)
Date: 18 Oct 2003 14:28:25
Message: <Xns94189338C6D24Caelum@204.213.191.226>
"Fernando Gonzalez del Cueto" <fgd### [at] hotmailcom> wrote in
news:3f918037$1@news.povray.org: 

> Cool... I liked how you managed to simulate correctly the rotation of
> the balls.

Thanks.  The simulation calculates the angular velocities based on the 
collision normals.  That wasn't too difficult.  However, incrementally 
rotating the Povray spheres from these velocities was a big challenge, I 
initially didn't expect it to be.  I spent most of my time figuring out how 
to use quaternion math to manage this after wasting a lot of time trying to 
do it with standard Povray.


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From: Marc Champagne
Subject: Re: Pool ball pyramid (was None :-) (MPG, 576KB)
Date: 18 Oct 2003 23:51:15
Message: <Xns9418F2359EA07POVMIKA@204.213.191.226>
Alain <noe### [at] onca> wrote in
news:Xns### [at] 204213191226: 

> 55 pool balls neatly stacked in the shape of a pyramid. 

> them in p.b.i.  I thought I'd use them here for the fun of
> it. 
> 
> Was messing around with ball pyramids earlier and it
> revealed another bug in my code.  When lots of balls were
> stacked, the system was getting jittery and the balls
> appeared nervous.  I'm pretty sure I've fixed that now. 
> The pool balls are 57 mm in diameter and the gravity is
> good, but I think the ball to ball friction coefficient is
> more than it should be in this case.  But it keeps the
> pyramid alive for a tiny bit longer :-). 
> 
> Hope I'm not boring people or wasting space on this server
> with my tests.  They amuse me, so I figure they may amuse
> others. 

I like!

-- 
Marc Champagne
marcch.AT.videotron.DOT.ca
Montreal, Canada


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From: Andrew Coppin
Subject: Re: Pool ball pyramid (was None :-) (MPG, 576KB)
Date: 19 Oct 2003 17:03:33
Message: <3f92fc25@news.povray.org>
> 55 pool balls neatly stacked in the shape of a pyramid.  The pool balls

use
> them here for the fun of it.
>
> Was messing around with ball pyramids earlier and it revealed another bug
> in my code.  When lots of balls were stacked, the system was getting
> jittery and the balls appeared nervous.  I'm pretty sure I've fixed that
> now.  The pool balls are 57 mm in diameter and the gravity is good, but I
> think the ball to ball friction coefficient is more than it should be in
> this case.  But it keeps the pyramid alive for a tiny bit longer :-).
>
> Hope I'm not boring people or wasting space on this server with my tests.
> They amuse me, so I figure they may amuse others.

Hey, that's neat!

Mmm... the rotation doesn't quite seem right though... I can see at least
one ball rotating in the opposite direction to the way it's rolling...
(Well, I suppose it might be possible on ice ;-)

I haven't been on this board much for the past few months, but this is
definitely an interesting simulation; it appears to address problems that
I'm currently puzzling over... Nice to know they're solvable.

Thanks.
Andrew.


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From: Stephen McAvoy
Subject: Re: Pool ball pyramid (was None :-) (MPG, 576KB)
Date: 19 Oct 2003 18:12:37
Message: <a236pvg35l8iiqk0j1fb63sfqvb53lecah@4ax.com>
On Sun, 19 Oct 2003 22:00:30 +0100, "Andrew Coppin" <orp### [at] btinternetcom>
wrote:

>Mmm... the rotation doesn't quite seem right though... I can see at least
>one ball rotating in the opposite direction to the way it's rolling...
>(Well, I suppose it might be possible on ice ;-)

Obviously not a snooker player:-} It's called backspin or bottom. There is also
Top, Side and Stun.
BTW The animation looks great, more please.

Regards
        Stephen


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From: Alain
Subject: Re: Pool ball pyramid (was None :-) (MPG, 576KB)
Date: 19 Oct 2003 18:28:07
Message: <Xns9419BBDFF8CBBCaelum@204.213.191.226>
"Andrew Coppin" <orp### [at] btinternetcom> wrote in
news:3f92fc25@news.povray.org: 

> [...]
> Mmm... the rotation doesn't quite seem right though... I can see at
> least one ball rotating in the opposite direction to the way it's
> rolling... (Well, I suppose it might be possible on ice ;-)
> [...]

Really?  Which one?  There is slippage allowed on the felt table, so if a 
ball has received angular momentum from other balls and it falls on the 
felt, the torque will not translate into instantaneous velocity or vice-
versa.  Although I just made up the friction coefficients for the pool 
balls.

Think of a cue ball.  If you hit it very low, it will backspin while 
still moving forward, it will slip on the felt, slowing down, until it's 
velocity and angular velocities eventually match, then it will roll (or 
probably hit a side before then).  Same with a ping-pong ball, if you 
press on it with your finger, it will move away from you while spinning 
in the opposite direction (it may even come back).


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From: George Pantazopoulos
Subject: Re: Pool ball pyramid (was None :-) (MPG, 576KB)
Date: 11 Nov 2003 00:38:06
Message: <oprygkoinau942mt@news.povray.org>
A THIRD great anim from Alain (I'm viewing them from newest to oldest 
submitted ;)
I can just hear the sound the pool balls make as they collide!

George


On 18 Oct 2003 13:13:53 -0400, Alain <noe### [at] onca> wrote:

> 55 pool balls neatly stacked in the shape of a pyramid.  The pool balls 

> use them here for the fun of it.
>
> Was messing around with ball pyramids earlier and it revealed another bug 
> in my code.  When lots of balls were stacked, the system was getting 
> jittery and the balls appeared nervous.  I'm pretty sure I've fixed that 
> now.  The pool balls are 57 mm in diameter and the gravity is good, but I 
> think the ball to ball friction coefficient is more than it should be in 
> this case.  But it keeps the pyramid alive for a tiny bit longer :-).
>
> Hope I'm not boring people or wasting space on this server with my tests.
>
> They amuse me, so I figure they may amuse others.
>
>
>



-- 
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