Fun With PhysX
To view the movies of the snapshots below, download Fun With PhysX (right-click and save as...) These short videos demonstrate some of the things you can do with PhysX.
The following videos were created by Randall Dai.
These scenes were created by developers at Softimage as they worked on the physX/XSI integration.
Videos of some of these simulations can be downloaded (2639 KB zip file), as can individual scenes:
- Broken window (596 KB)
- The results of a "shattering glass" plugin that is under development. Proper rendering requires Lobber's (http://home.broadpark.no/~rslettli/mentalray.html) glass shader
- Simulated grass (571 KB)
- The wrong (but fun) way to simulate grass and hair
- Spiky ball and chain (175 KB)
- Demonstrates actual shape collisions. Decrease the number of substeps to see the "pass through" problem.
- Trebuchet vs wall (1968 KB - contains cached simulation data)
- Demonstrates animated parameters used to "break" constraints
- Trebuchet with ragdoll (384 KB)
- Violence, pure and simple.
- Pile of ragdolls (547 KB - contains cached simulation data)
- A pile of about ten dynamic ragdolls. But wait, what's that in the sky?
- Chain on arm (2355 KB - contains cached simulation data)
- A rigid body chain (made of actual shape torus links) attached to a crudely animated arm. Note how pose constraints, rather than parenting, is used to get the rigid body elements of the arm to move with the animated bones. The use of springs to attach the RBD chain to the arm and the block helps to make the simulation less fragile; stiff connections, such as fixed constraints or interlinking geometry can be fickle with rapidly moving passive objects. Similarly, acceleration limits have been applied to the five chain links closest to the "hand" in order to reduce jitter.
- Steerable car (543 KB)
- A steerable rigid-body car, controlled by two custom parameters ("heading" and "gas"), which control the direction and speed of the car. This scene demonstrates how to rig a rigid body simulation; note that animatable parameters (such as the hinge rest angles) are controlled, rather than the kinematics of rigid bodies or constraints. Trying to animate the position or orientation of simulated objects such as active rigid bodies or rigid constraints will not work because they are controlled by the simulation.