ART 269 3D Animation Dynamics. Example #1: Basic Collision Detection

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1 ART 269 3D Animation Dynamics Example #1: Basic Collision Detection 1. Create a Floor object. 2. Create a Cylinder object. 3. Create a Cube object and flatten it out and make it slightly larger. 4. Place the Cylinder on the Floor and the Cube on top of the Cylinder. 5. Create a Sphere object and in the Attributes Manager set its Radius to 75, Segments to 36, and Type to Hexahedron. 6. Create a Platonic object and in the Attributes Manager set its Radius to Holding down the Option key choose MoGraph - > Cloner. Holding down the Option key will place the currently selected object (Platonic) into the Cloner. 8. Select the Cloner object and in the Attributes Manager set the Mode to Object. 9. Drag the Sphere into the Object field. The Platonic is arranged in formation to the points on the Sphere. 10. Select the Cloner and choose Object Manager - > Tags - > Simulation - > Rigid Body. 11. In the Attributes Manager under the Collision tab set Individual Elements to All, the Bounce to 90% and Collision Noise to 25%. The Collision noise setting varies the behavior of the individual objects to create a degree of randomness in their movements upon collision. 12. Move the Sphere to above the Cube on top of the Cylinder and then switch off its visibility in the Objects Manager. Because the Cloner is arranging its copies to an object, the original object must be used to position the copies. 13. Select the Cube and Floor objects and choose Object Manager - > Tags - > Simulation - > Collider Body. 14. When you play the animation the ball will fall apart in the air and the particles will descend. If you want it to fall apart on impact you must create a 1

2 position track animation for the sphere so that it passes through the cube at the end of its descent. Example #2: Hard and Soft Forms 1. Create a Floor object. 2. Select the Floor object and choose Object Manager - > Tags - > Simulation - > Collider Body. 3. Create a Cube object and make it 100cm sq. 4. Set the Segments to 4 and switch on the Fillet option 5. Set the Fillet Radius to 4 and the Fillet Subdivisions to Select the Cube and choose Object Manager - > Tags - > Simulation - > Soft Body. 7. Move the Cube to above your scene. 8. Create a Plane object and in the Attributes Manager set its P.Y = 100 and the R.B = Select the Plane object and choose Object Manager - > Tags - > Simulation - > Collider Body. 10. Create a Sphere object and set its Radius to 50, P.X = 400, P.Y = Select the Sphere object and choose Object Manager - > Tags - > Simulation - > Rigid Body. 12. Under the Dynamics tab set the Trigger to On Collision. 2

3 Example #3: Wrapping Clones Around Another Object 1. Create a Cube and set its size to 5, 5, Create a Cloner. 3. Make the Cube a child of the Cloner. 4. In the Attributes Manager set the Mode to Grid Array. 5. Select Render Instances. 6. Set the Count to 30, 1, Create a sphere and move it down to beneath the array of cubes. 8. Choose Object Manager - > Tags - > Simulation - > Collider Body. 9. Select the Cloner object. 10. Choose Object Manager - > Tags - > Simulation - > Soft Body. 11. In the Attributes Manager under the Collision tab set Individual Elements to All. 12. Under the Soft Body tab set Soft Body to Made of Clones. 13. Set Structural = 0. Example #4: Advanced Collision Detection 1. Set the Timeslider duration to 900 frames. 2. Create a Cube and in the Attributes Manager set its size to 70, 35, Switch on Fillet and set the Fillet Radius to 2 and Fillet Subdivision to Duplicate the Cube to make two copies. 5. Assign each Cube a different colored material. 6. Create a Sphere and set its Radius to Create a Floor object. 8. Create a Cloner from the MoGraph menu and make all three blocks child objects of this Cloner. Rename the Cloner object Row. 9. In the Attributes Manager, set the Cloner object s Mode to Grid Array, which 3

4 will position the three blocks next to each other while keeping the Cloner object s origin centered. We want the clones to repeat in each row. Since we have 3 Clones, set the Count to 3, 1, 1 and the Size to 150, 0 and 0, respectively. With a block width of 70 this will result in a space between the rows equal to a value of We will now add an Effector that will rotate the clones very slightly to make the arrangement of the blocks look less artificial. Choose MoGraph menu - > Effector - > Random and rename the effector to Random Row. 11. In the Attributes Manager under the Parameter tab, disable Position and enable Rotation. 12. Set R.H to 2. This will ensure the blocks don t rotate too far and intersect. 13. Now that this row of blocks is finished we can use the Cloner object to duplicate row after row of blocks until we have a tower. Create a new Cloner object and rename it Tower. 14. In the Attributes Manager, set the Count value to The blocks have a height of 35 so set the P.Y value to We want every other row to be rotated by 90 so set the R.H value to 90. 4

5 1. Under Coord, set the Cloner object s Y Position value to 17.5 so it lies on the floor. 2. Choose MoGraph menu - > Effector - > Random and rename it Random Tower. This Effector will only affect the rows of blocks of the tower. 3. In the Attributes Manager under the Parameter tab, disable Position and enable Rotation. 4. Set the R.H value to Select the Sphere and under Coord, set P.X = 1000 and P.Y = 40. The value for Y is based on the sphere s radius. 6. Assign a Collider Body tag to the Floor object. 7. Set Bounce = 30%, Friction = 100%, Collision Noise = 0% (so the blocks quickly come to rest and don t slide across the floor). 5

6 8. Assign a Rigid Body tag to the "Row" Cloner object, which will ensure that each individual block will be affected by the dynamic forces. Because the blocks lie on top of each other and should not move until hit by the ball, under the Dynamics tab set the Trigger parameter to On Collision and the Trigger Velocity Threshold to This will ensure that the blocks respond more to the impact of the Sphere. 9. Under the Collision tab set the Inherit Tag to Apply Tag to Children and Individual Elements to All. 10. Set Bounce = 30%, Friction = 100% and Collision Noise = 0.2. We do not want the blocks to have too little friction when they interact. 11. One of the most important parameters is the Mass of the blocks. Under the Mass tab set the Use value to Custom Mass and the Mass value to 8. We define a custom mass so the tower and the ball can interact correctly to create a very dynamic animation. 12. Assign a Rigid Body tag to the Sphere object. 13. Switch to the tag s Dynamics settings in the Attribute Manager and select Custom Initial Velocity and to quickly get the sphere up to speed, set its Initial Linear Velocity to , 0, 0, which will make the sphere shoot towards the tower. 14. Under Collision, set Bounce = 20%. Since the sphere is made of steel is will have a very low little Bounce. 15. Next we will turn our attention to the sphere s most important collision parameter: Mass. Under the Mass tab set Use to Custom Mass and the Mass value to 100. Example #5: Advanced Collision Detection 2 1. Set the Timeslider duration to 800 frames. 2. Create a Floor object. 3. Create a Tube object. 6

7 4. Set the Tube up as follows: a. Inner Radius = 120. b. Outer Radius = 200. c. Height = 780. d. P.Y = 106. e. P.Z = 75. f. R.P = Create a Cube object and set the Size.X = 140, Size.Y = Create a MoGraph Cloner and make the Cube a child of it. 7. Set the Cloner up as follows: a. Mode = Grid Array. b. Render Instances = checked. c. Count = 30, 20, 1 d. Size = 4100, 2100, 200 e. P.Y = 1106 f. P.Z = Create a Sphere object and in the Attributes Manager set P.Y = 125, P.Z = Select the Cloner and choose Object Manager - > Tags - > Simulation - > Rigid Body. 10. In the Attributes Manager under the Collision tab set: a. Inherit Tag = Apply Tag to Children. b. Individual Elements = All. c. Bounce to 0%. d. Friction = 100%. 11. In the Attributes Manager under the Dynamics tab set: a. Trigger = On Collision. 12. Select the Floor object and choose Object Manager - > Tags - > Simulation - > Collider Body. 13. In the Attributes Manager under the Collision tab set: a. Bounce to 0%. b. Friction = 100%. 7

8 14. Select the Sphere and choose Object Manager - > Tags - > Simulation - > Rigid Body. 15. In the Attributes Manager under the Dynamics tab set: a. Custom Initial Velocity = checked. b. Initial Linear Velocity = 0, 2000, In the Attributes Manager under the Mass tab set: a. Use = Custom Mass. b. Mass = Move the Timeslider to frame Select the Sphere s Dynamics tag. 19. Click on the Force tab. 20. Control- click on the grey circle before Linear Damping and Angular Damping. 21. Move the Timeslider to frame Set the Linear Damping to 100% and Control- click on the circle to record a keyframe. 23. Set the Angular Damping to 100% and Control- click on the circle to record a keyframe. These steps will ensure the sphere stops moving after it impacts with the wall. 24. Move the Timeslider to frame Select the Cloner s Dynamics tag. 26. Click on the Force tab. 27. Control- click on the grey circle before Linear Damping and Angular Damping. 28. Move the Timeslider to frame Set the Linear Damping to 100% and Control- click on the circle to record a keyframe. 30. Set the Angular Damping to 100% and Control- click on the circle to record a keyframe. 31. Create a Camera object. 32. In the Atrributes Manager set: a. P.X = 0 b. P.Y = 664 8

9 c. P.Z = d. R.H = 0 e. R.P = 0 f. R.B = In the Objects Manager click on the black target icon to the right of the Camera. The icon changes to white, which means this is the active Camera through which we are viewing our scene. 34. Create a Light object. 35. Set P.Y = Set Shadow = Shadow Maps (Soft). Example #6: Stairs 1. Set the Timeslider duration to Create a Cylinder and set: a. Radius = 150 b. Height= 1200 c. P.Y = Assign the Cylinder a Collider Body tag. 4. Create a Tube and set: a. Inner Radius = 200 b. Outer Radius = 220 c. Height= 1200 d. P.Y = Assign the Tube a Collider Body tag and in the Attributes Manager under Collision, set Shape = Static Mesh. 6. Create a Sphere and set: a. Radius = 20 b. P.X = 160 9

10 c. P.Y = 1214 d. P.Z = Assign the Sphere a Rigid Body tag. 8. Create a Cube and set Size.X = 100, Size.Y = 20, Size.Z = Hold down the Option key and add a Cloner and set: a. Render Instances = checked. b. Count 72. c. R.H = 720. d. Step Rotation.H = Create a Helix spline. 11. In the Attributes Manager under Object set: a. Height = 600 b. Plane = XZ 12. Select the Cloner and choose Mograph menu - > Effector - > Spline. 13. In the Attributes Manager under Parameter deselect Rotation. 14. In the Attributes Manager under Effector drag the Helix spline into the Spline field. 15. Select the Cloner and choose Mograph menu - > Effector - > Step. 16. In the Attributes Manager under Parameter deselect Scale and select Position. 17. Set P.Y = 360. This will create a vertical offset for each individual step on the staircase 18. Select the Cube object and assign it a Collider Body tag. 19. In the Object Manager switch off the visibility of the Tube and Cylinder objects by clicking on the small grey traffic light circles until they turn red. Example #7: Motors and Connectors simple bumper cars 1. Create a Floor object and assign it a Collider Body tag. 2. Create a Tube and assign it a Collider Body tag. 10

11 3. In the Attribute Manager under Collision set a. Shape = Static Mesh b. Bounce = 150% 4. In the Attribute Manager under Object set the Tube s Inner Radius = 2000, Outer Radius = 2200, Height = In the Attribute Manager under Coord set P.Y= Create a Sphere and Assign it a Rigid Body tag. 7. Create a Torus and Assign it a Rigid Body tag. 8. In the Attribute Manager under Collision set the Bounce to 90%. 9. Create a Sphere, set its Radius to 30, and Assign it a Rigid Body tag. 10. In the Attribute Manager under Coord set P.X = 222, P.Y = - 67, P.Z = Duplicate this Sphere. 12. In the Attribute Manager under Coord set the P.Z = Assign each of the three Spheres a Motor and a Connector (Simulate menu - > Dynamics). Make sure the Motors and Connectors are children of the spheres. 14. Select one of the smaller Sphere s Connectors and choose Tools menu - > Arrange Objects - > Transfer. 15. Drag that Sphere into the Transfer To field. 16. Deselect Enable Scale and Enable Rotation. 17. Click on the Apply button. The Connector needs to be located in the center of the Sphere for the connection between the Sphere and the Torus to work accurately. 18. Select the other small Sphere s Connector and choose Tools menu - > Arrange Objects - > Transfer. 19. Drag that Sphere into the Transfer To field. 20. Deselect Enable Scale and Enable Rotation. 21. Click on the Apply button. The Connector needs to be located in the center of the Sphere for the connection between the Sphere and the Torus to work accurately. 11

12 22. Select the large Sphere s Motor and in the Attribute Manager under Object drag the large Sphere into the Object A field and the Torus into the Object B field. 23. Set Torque to Select the large Sphere s Connector and in the Attribute Manager under Object drag the large Sphere into the Object A field and the Torus into the Object B field. 25. Select the one of the smaller Sphere s Motor objects and in the Attribute Manager under Object drag that small Sphere into the Object A field and the Torus into the Object B field. 26. Set Torque to Select that Sphere s Connector and in the Attribute Manager under Object drag that Sphere into the Object A field and the Torus into the Object B field. 28. Select the other smaller Sphere s Motor object and in the Attribute Manager under Object drag that small Sphere into the Object A field and the Torus into the Object B field. 29. Set Torque to Select that Sphere s Connector and in the Attribute Manager under Object drag that Sphere into the Object A field and the Torus into the Object B field. 31. Select all of the objects except for the Tube and the Floor. 32. In the Object Manager s Object menu choose Group Objects and rename the Null to Car_ Switch Enable Axis Modification on and set the Null axis to P.X = 0, P.Y = 0, P.Z = Switch Enable Axis Modification off and set the Null axis to P.Y = Duplicate Car_1 three times and rename the copies to Car_2, Car_3 and Car_ Select Car_1 and in the Attribute Manager under Coord set P.X = Select Car_2 and in the Attribute Manager under Coord set P.Z = 1550, and R.H = Select Car_3 and in the Attribute Manager under Coord set P.Z = , and R.H =

13 39. Select Car_4 and in the Attribute Manager under Coord set P.X = , and R.H = Set the Timeslider duration to 1900 frames and extend the Powerslider to the end. 41. Select the Perspective view and then create a Camera. 42. Choose Tools menu - > Arrange Objects - > Transfer. 43. Drag Car_1 into the Transfer To field. 44. Click on the Apply button. 45. Choose the Move tool. 46. Make the Camera a child of the Torus object in Car_ In the Attribute Manager under Coord set P.X = - 137, P.Y = 75, R.H = Click on the little crosshairs alongside the Camera so you are looking through that camera. 49. Play your animation. Example #8: Simple Hinge 1. Create a Floor and assign it a Collider Body tag. 2. Create a Sphere and assign it a Rigid Body tag. 3. In the Attribute Manager under tab Dynamics tab select Custom Initial Velocity and set the Initial Linear Velocity in the Z direction to 600, and Initial Angular Velocity on the Y- axis to (this will set the Sphere rolling). 4. Set the Radius of the Sphere to 55, P.Y = 55, P.Z = Create a Cube and set its Size.Z = 10 and P.Y = Assign the Cube a Rigid Body tag. 7. Choose Simulate - > Dynamics - > Connector. 8. In the Attribute Manager under Coord set P.Y = 210, R.H = In the Attribute Manager under Object drag the Cube into the Object B field. 10. Set Reference Axis B = Z of Object. 13

14 11. Select the Cube and the Connector and in the Objects Manager choose Objects menu Group Objects. 12. Rename the newly created Null object to Flap_ Duplicate Flap_1 twice and set the P.Z of the first copy to 200 and the P.Z of the second copy to Set the Timeslider duration to 200 frames and extend the Powerslider to the end. 15. Play your animation. Example #9: Squeeze 1. Create a Sweep NURBS. 2. Create a Circle Spline and make it a child of the Sweep NURBS. 3. In the Attributes Manager under Object, check off the Ring option and set the Radius = 72 and Inner Radius = Create a Cubic spline and using the Front view click to create a path from top- left to bottom- right using 3 points (one at the beginning, one in the center, and one at the end). The shape you create should be like an elbow. 5. In the Attributes Manager, set the spline s Intermediate Points to Natural and the Number to Make the Cubic spline a child of the Sweep NURBS, placing it beneath the Circle spline. This will give you a tube- like shape. 7. Select the Sweep NURBS, hold down the Option key and add a Boole object. 8. In the Attributes Manager switch off the High Quality option to reduce memory requirements. 9. Create a Cube object and switch to Model Mode. 10. Using the Top view, position the Cube so it runs mid- way through the Sweep NURBS object on the Z- axis. 11. Stretch out the length of the Cube on the X- axis so it is a little longer than the Sweep NURBS. 14

15 12. Using the Front view, stretch out the height of the Cube so that it is a little taller than the Sweep NURBS object. 13. Make the Cube a child of the Boole, placing it beneath the Sweep NURBS. This will cut the tube- like shape in half. 14. Now to make the tube more irregular looking. Select the Sweep NURBS object and in the Attributes Manager click on the Object tab. 15. Click on the little arrow to the left of Details. Here you will find options for modifying Scale and Rotation. The start of the line represents the start of the Cubic spline; the end of the line represents the end of the spline; the height of the line represents the radius of the Circle spline. 16. Control- click on the Scale line to add 5 addition points. It is not critical where on the line you place them. 17. Select every other point you created and drag each one down a ways to reduce the radius of the tube shape. 18. You can then go on to modify each point s position and Bezier control handles to achieve the shape you want. 19. Create a Sphere and set its Radius to Position the Sphere above the top opening of the tube shape. 21. Assign a Soft Body tag to the Sphere. 22. In the Attributes Manager under Soft Body, set: a. Structural = 1 b. Shear = 12 c. Flexion = 12 d. Stiffness = Select the Sweep NURBS and assign it a Collider Body tag. 24. In the Attributes Manager under Collision, set Shape to Static Mesh, and Friction = 5%. If the Friction is too great the Sphere will not gain enough momentum to pass through the tube. 25. Set the Timeslider duration to 200 and drag out the Powerslider to the end. 26. Play your animation. 15

16 Example #10: Multiple Collisions and Emitters 1. Create a Cylinder with a radius of 36 and height of Set its Orientation to +X. 3. Create a Cube Size.X = 350, Size.Y = 15, Size.Z = Make the Cube a child of the Cylinder. 5. Create a Cube Size.X = 350, Size.Y = 350, Size.Z = Make the Cube a child of the Cylinder. 7. Set the length of the Timeslider to 900 frames and drag the Powerslider to the end 8. Apply a Rigid Body tag to the Cylinder and under the Dynamics tab set Trigger to On Collison. 9. Under the Collision tab set: a. Inherit Tag to Apply Tag = Compound Collision Shape. 10. In the Objects Manager, make two copies of the Cylinder. 11. Select the first copy and under Coord set P.Y = and P.Z = Select the second copy and under Coord set P.X = and P.Y = Choose Simulate menu - > Dynamics - > Connector three times. 14. Select all three Connector objects and set their R.H = Select the first Connector object and choose Tools menu - > Arrange Objects - > Transfer. 16. Deselect both Enable Scale and Enable Rotation. 17. Drag the first Cylinder object into the Transfer to Field and then click on Apply. 18. Select the second Connector object and choose Tools menu - > Arrange Objects - > Transfer. 19. Drag the second Cylinder object into the Transfer to Field and then click on Apply or New Transform. 20. Select the third Connector object and choose Tools menu - > Arrange Objects - > Transfer. 16

17 21. Drag the third Cylinder object into the Transfer to Field and then click on Apply or New Transform. 22. Select the first Connector object and under the Object tab, drag the first Cylinder object into the Object B field and set Reference Axis B to Y of Object. 23. Select the second Connector object and under the Object tab, drag the second Cylinder object into the Object B field and set Reference Axis B to Y of Object. 24. Select the third Connector object and under the Object tab, drag the third Cylinder object into the Object B field and set Reference Axis B to Y of Object. 25. Create an Emitter (Simulate menu - > Particles - > Emitter). 26. In the Attributes Manager under Coord, set P.Y = 650 and R.P = In the Attributes Manager under Particle, set Stop Emission = 860, Speed = 250, End Scale Variation = 60%, Select Show Objects. 28. In the Attributes Manager under Emitter, set X- Size and Y- Size = 300cm. 29. Create a Sphere. 30. Set the Sphere s Radius = 30 and then make it a child of the Emitter. 31. Create a Capsule. 32. Set the Capsule s Radius = 20, Height = 100 and then make it a child of the Emitter. 33. Assign the Emitter a Rigid Body tag. 34. In the Attribute Manager under Collision set: a. Inherit Tag to Apply Tag to Children. b. Individual Elements = All. c. Friction = 100%. 35. Create a Cube and set Size.X = 2000, Size.Y = 2000 and Size.Z = Under Coord, set P.X = - 40, P.Y = - 470, P.Z = , R.P = Create a Symmtery object and make the Cube a child of it. 38. In the Attribute Manager under Object set the Mirror Plane to XY. 39. Assign a Collider Body tag to the Symmetry object. 40. In the Attribute Manager under Collision set: a. Inherit Tag = Compound Collision Shape b. Shape = Static Mesh 17

18 c. Bounce = 150%. Example #11: Filling a Container 1. Create a Tube object and set: a. Inner Radius = 90 b. Outer Radius = 100 c. Height = In the Attributes Manager under slice select the Slice option. 3. In the Attributes Manager under Coord set: a. P.Y = 800 b. P.Z = 535 c. R.P = Create a Tube object and set: a. Inner Radius = 190 b. Height = In the Attributes Manager under Coord set P.Y = Create a Floor object. 7. Create a Capsule object and set: a. Radius = 20 b. Height = With the Capsule selected, hold down the Option key and create a Cloner. 9. With the Cloner selected, in the Attributes Manager under Object set: a. Count = 60 b. P.Y = In the Attributes Manager under Coord set P.Y = 1200, P.Z = Select the first Tube and assign it a Collider Body tag. 12. In the Attributes Manager under Collision, set: a. Shape = Static Mesh 18

19 b. Bounce = 0. c. Friction = 0. If the Bounce and Friction are too great the capsules will bounce off the shoot as they descend. 13. Select the second Tube and assign it a Collider Body tag. 14. In the Attributes Manager under Collision, set Shape to Static Mesh and Bounce = 0. If the Bounce is too great the capsules will bounce off the shoot as they descend. 15. Select the Floor and assign it a Collider Body tag. 16. Select the Cloner and assign it a Rigid Body tag. 17. In the Attributes Manager under Collision, set: a. Individual Elements = All. b. Bounce = 0. c. Friction = 100%. 18. Choose Edit menu - > Project Settings. 19. In the Attributes Manager - >Dynamics - > Expert set Steps per Frame = 8. This should prevent the capsules from over- shooting the collection container. 20. Set the Timeslider duration to 180 and drag the Powerslider to the end. Example #12: Pinball 1. Set the Timeslider duration to 900 and extend the Powerslider to the end. 2. Create a Floor and assign it a Collider Body tag. 3. Create a Cylinder and set: a. Radius = 300 b. Height= Create a Torus and set: a. Ring Radius = 600 b. Pipe Radius = Assign the Torus a Collider Body tag. 19

20 6. In the Attributes Manager under Collision set Bounce = Select the Cylinder and the Torus and under the Objects Manager s Objects menu choose Group Objects. 8. Rename the Null to Bumper. 9. Set the Bumper s P.Y = 200 and P.Z = Duplicate the Bumper twice. 11. Set the first copy to P.X = , P.Z = Set the second copy to P.X = , P.Z = Create a Sphere and set: a. P.Y = 140 b. P.Z = Assign the Sphere a Rigid Body tag. 15. In the Attributes Manager under Dynamics select Custom Initial Velocity and set the Initial Linear Velocity to 50, 10, Create a Cube and set its Size.X = 510, and Size.Z = Hold down the Option key and add a Symmetry object. 18. Select the Cube and make it editable by typing C on the keyboard. 19. Select Enable Axis and using the Front view move the X.axis of the cube to its right side (around 235). 20. Deselect Enable Axis. 21. Select the Cube and set its P.X = Select the Symmetry object and set its P.Y = Assign the Symmetry object a Collider Body tag. 24. Select the Cube object. 25. Move the Timeslider to frame 1 and Control- click on the empty black circle before R.H to record the Cube s heading. 26. Move the Timeslider to frame 5, set the Cube s R.H = - 45 and Control- click on the empty red circle before R.H to record the Cube s heading. 27. Open the Timeline window and Control- drag the keyframe in frame 1 to frame 10 and then to frame

21 28. Switch the Timeline to F- Curve view, select the first keframe and in the Attributes Manager set its Interpolation to Linear. 29. Repeat the above step for the third and fourth keyframes. 30. Select the Rotation.H track in the Timeline and in the Attributes Manager set the After option to Repeat. 31. Set Repetitions to Create a Tube object and set: a. Outer Radius = b. Inner Radius = c. Rotation Segments = 4. d. Height = 500. e. P.Y = 250. f. P.Z = g. R.H = Select the Tube object and assign it a Collider Body tag. 34. In the Attributes Manager under Collision, set: a. Shape = Static Mesh b. Bounce = In the Attributes Manager - >Dynamics - > Expert set Steps per Frame = 2. This should prevent the ball from passing through the bumpers when it reaches a high velocity. NOTE: Using Dynamics the speed of an animation is primarily controlled via Edit menu - > Project Settings - > Time Scale. Less than 100% will slow the animation down; greater than 100% will make it run faster. For this reason, each dynamic simulation should be a separate C4D file. 21

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