caronte and realwave interaction steps

Post Reply
kimgar
Posts: 22
Joined: Mon Jul 29, 2013 12:49 pm

caronte and realwave interaction steps

Post by kimgar » Mon Dec 16, 2013 4:23 pm

i'm struggling to find a stable settings for realwave and caronte.
i've a got a realwave plane at 300x300m with about 50 connected mulitjoints floating in it, all linked together, at lower wave heights things are stable, but at 9 meter waves the sim explodes. the resolution/poly size are not that important.

what settings can stabilize such a sim? i've tried min 300 max 500, jittering and caronte quality, actually the higher settings i try the more unstable it seems, are there any other settings i could try?

User avatar
LuisMiguel
Posts: 528
Joined: Fri Jun 04, 2010 2:37 pm

Re: caronte and realwave interaction steps

Post by LuisMiguel » Mon Dec 23, 2013 10:42 am

Hey,

do you have the scene to take a look?. Maybe you have a very low quality to simulate that scene and you to increase the quality value.

Let me know.

luisM.

kimgar
Posts: 22
Joined: Mon Jul 29, 2013 12:49 pm

Re: caronte and realwave interaction steps

Post by kimgar » Mon Dec 30, 2013 11:34 am

the quality was set to high, but i think i've found the problem, the center of gravity might have been outside the mesh, is there a way to see exactly where center of gravity is calculated?

decreasing center of gravity a little seems to have stabilised the sim

User avatar
tsn
Posts: 283
Joined: Fri Jun 11, 2010 7:22 am

Re: caronte and realwave interaction steps

Post by tsn » Mon Dec 30, 2013 6:06 pm

kimgar wrote: is there a way to see exactly where center of gravity is calculated?
Sure. The centre of gravity is adjusted with "@ CG" in the "Rigid body" panel. This point can be made visible with Display > Show CG > Yes. It's a small yellow square.
Thomas Schlick | Next Limit Technologies

kimgar
Posts: 22
Joined: Mon Jul 29, 2013 12:49 pm

Re: caronte and realwave interaction steps

Post by kimgar » Mon Jan 06, 2014 4:45 pm

aah, excellent, that shows it...damn i was waaaay off :)

Post Reply