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First, let’s set up the ball as a collision
object.
17. Select
the Ball object and press “p” to
open up the Object Properties panel. Now select
the Dynamics Tab and select Collision from
the Add Dynamic drop down menu.
18. Double
click the Collision plug-in in the plug-in bin
to open it up and make the following changes
to the Collision parameters:
Type: Sphere
Radius/Level: 278mm
Now let’s set up the first cup for HardFX.
19. Select
Cup_1, open the Object Properties panel, select
the Dynamics tab and then select Hard from
the Add Dynamic drop down menu.
For this first Cup, we will
set the HardFX settings to simulate a plastic,
metal or otherwise rigid, non-brittle object.
20. Open up
the HardFX plug-in that you just added to the
plug-in bin and make the following changes to
the collision parameters:
Piece Mode: 1 Piece
Basic Tab:
Advanced Resistance: Check
Size Effect [weight]: Check
Size Effect [resistance]: Check
Gravity: -9.8
Rotation Tab:
Size Effect [Torque]: Check
Torque Min: 50%
Collide: Collide
Collision Tab:
Stop by: Stabilizer
File Tab:
View Feedback: UnCheck
Numeric Feedback: UnCheck
Save your scene.
21. Now press the Calculate button,
located in the Object Properties’ Dynamics
tab.
You should see the Cup_1 get
knocked backwards and then fall through the ground
plane grid. Let’s set up a collision ground
plane so that Cup_1 and eventually the rest of
the objects have something to bounce off of after
the initial collision.
22. Click on
Layout’s Items tab, under the Add menu’s
Dynamic Objects Menu, select Collision.
23. In the
Object Properties panel for the Collision object,
go to the dynamics tab, double click on the collision
plug-in and make the following changes to the
parameters:
Type: Plane
Radius/Level: 0 M
Friction: 5
24. Move the Collision object
to this position:
X: 0 M
Y: -2.233 M
Z: 0 M
You should now have a collision ground plane
just under the bottom of the Cups.
Save your scene.
24. Press the “Calculate” button
to see the new dynamics at work.
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