Source Filmmaker

Source Filmmaker

SFMPhys Help
Hello guys, i wonder how to throw an item to another using SFMPhys
( like https://www.youtube.com/watch?v=tHfEP0UVkzQ ) i'm okay with SFMphys but can't choose the direction etc of the movements.. :/
Last edited by Fille du calvaire; Jul 1, 2015 @ 12:55pm
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raptornx01 Jul 1, 2015 @ 1:39pm 
you'd have to hit it with another model so that it bounces in the direction you want it to go. what sfmphys does is basically add gravity. so they are just going to fall if they aren't sitting on something or attached to something that isn't moving.
Thanks for the information. I have already set a scene (almost like you did in your video ) with some blocks, on a ground (a physics rigged model,like you did) and a big cube that i want to go hit the blocks. I tried multiple times :
1- Cube isn't rigged with sfmphys, and manually animated : It go through the blocks
2-Animated manually THEN rigged to sfmphys without changing anything : the cube isn't throwed anymore and just fall to the ground
3- same but with Kinematics : the cube don't move
4-moved the force in the direction of the blocks : nothing, the cube basically fall to the ground
so i would be grateful if you could give me a more detailed explanation please :)
Deadmeat Jul 2, 2015 @ 4:18am 
What I would do is, rig everything with sfmphys, manually animate the throw of a big cube until the point of impact,
Then, just before the impact, select only one frame and in that one frame, give your big cube force in a desired direction (I would start with 100 000 of force in one frame, then increase/decrease) so force would give it a "kick" as big as your animation.

Then select time from before the point of impact to wherever you wish and run the script.
Fille du calvaire Jul 2, 2015 @ 11:51am 
Thanks, i'll try ! :D
Originally posted by Deadmeat:
What I would do is, rig everything with sfmphys, manually animate the throw of a big cube until the point of impact,
Ok, done
And then :

Originally posted by Deadmeat:
give your big cube force in a desired direction (I would start with 100 000 of force in one frame, then increase/decrease) so force would give it a "kick" as big as your animation.
I can't choose a number for a force, how do you do that ? I think you don't mean the position & rotation values, which are the only values i can change in the force
Deadmeat Jul 2, 2015 @ 12:27pm 
when you double click on force there are 3 numbers for example 0 0 0 , that represents 3 axises, when you select one frame and set values 100 000;0;0 it will get kicked in one direction (of that axis)

If you select more of time, more force will be added over time. Combination of values gives different directions

note: 0;0;533 of force is zero G :D
raptornx01 Jul 2, 2015 @ 4:50pm 
I can never remember which side of the kinemetic slider is fall and which is just sold but stationary. thats i why i would usually spawn two haybales, have one with the slider 0 (all the way to the left) and one with the slider 1 (all the way to the right), simulate, then watch which on falls.



Originally posted by Deadmeat:
when you double click on force there are 3 numbers for example 0 0 0 , that represents 3 axises, when you select one frame and set values 100 000;0;0 it will get kicked in one direction (of that axis)

If you select more of time, more force will be added over time. Combination of values gives different directions

note: 0;0;533 of force is zero G :D

hmmm... never messed with any numbers. I usualy just took whatever object i was using as a push object (an invisible model that would do the pushing/hitting, etc) and adjusted the speed, direction and where on the target i was hitting.

may have to mess with that at one point.
It's always the default value which make it fall ^^ Anyway, it worked, so thank you two for your help :D !
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Date Posted: Jul 1, 2015 @ 12:54pm
Posts: 7