Constraint Networks For Rigid Body Simulations

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Ever tried having a bunch of instances rotating without intersecting each other? It’s a task we commonly encounter. The solution that usually works for us is a constraint network that’ll pin our instances to their position while still allowing them to rotate freely.

In this tutorial we’ll build said constraint network and used it with bullet dynamics on packed primitives. Also we’ll go over how to get an initial rotation from a texture map.

Download Project File (.zip)

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6 Comments

  1. Tim Uhlemann says

    PERFECT I LOVE IT! Keep going you are the best!

    Greetings from Stuttgart

  2. James says

    I love the font that you use in your illustrator files, could I ask what it is?

  3. You guys are awesome!

    I added a bit of curl noise to the angular velocity and made the best self_portrait ever.

    Thank you!!

  4. Dimitri S. says

    Hi,
    Are there advantages to use

    setpointattrib(0,”name”,newpt,conname);
    over somethign like:

    s@name = conname;
    ? I am genuinely curious.

    Thanks!

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