Physics advice please

Started by Alienhead, November 19, 2022, 17:29:04

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Alienhead

Greetings,  I've since resumed my original project 'defendTHSI!' and I find myself faced with a physics dilemma. I've never been one for deep physics implementation, always just enough to get by with what was needed at the time so my skill in physics development pretty much stayed at a moderate to low understanding.   

Until now...   I've been developing my skill in physics over the past 6 months and I've enjoyed and marveled at what the game engine is capable of.  My current situation requires me to develop a bobble-head type effect.  The screenshot will illustrate what I'm trying to do.  This model is a non-animated static model, its a bobble head with a skeleton on top.. I wish have the attaching arm and the head bobble as bobble heads do. :)

So far I've tried numerous configurations but I'm yet to achieve what I'm after.   My question is the order of the physics pieces.  The picture shows my latest configuration and it's as close as I have come to getting it right but it is still way off from acting like a true bobble head.

Can any physics minded person point me in the direction I need to go to get this type of effect. ?

exp:   ( https://www.presentermedia.com/powerpoint-animation/bobble-head-figure-pid-10808 )

I'm using the kinematic as my base, for position and rotation without breaking the physics,  the hinge to monitor restraints and the ball to apply the motion effect..   but this does not seem to be correct.

I've pretty much transitioned my entire project over to all physics based reactions, I've got controllers built for drone, 1st, 3rd person, tanks, planes, helicopters, ceiling fans and more...   but this one I cannot get right and it's bugging the *** out of me lol.

blinkok

If you can have a CONCAVE physics shape then i would put an upsidedown cone (without a base) on top of the pole.
That is if you are looking for the kind of effect in your link

Alienhead

Thanks for the reply, I did something similar  to just that. I used a -Y axis cone attached to a ball joint the put lower restraints on the hinge,  it gives me a nice bobble effect when the model moves or is shot at.

GW

It seems like a basic verlet system could get you the right effect.  A stiff column of segments acting as a neck would work imo.


Alienhead

Interesting idea. I'm going to give that a shot as soon as I get home.. I think that approach will give a better effect, right now I have the bobble working nice but only when the model stands still and is hit..  I need it to 'bobble' as it moves and such..

thanks for the idea!