To make it short but detailled : i have an animation of a car that rides a bit then its wheels turn into thrusters ( while floating) car goes forward and flies. my problem is that i parented a tube to each thruster in order to make a kinda nitrogen smoke effect that emits out of the thruster, but when the car goes forward the emitter gets a little bit behind the thruster which messes up my sim. i tried high timestep values but nothing.
important detail : my sim is at 59.94 fps and i cant change that because i would need it for compositing later. i need to export at 59.94 at the same speed as my animation.
Hey thanks for this, you will want to change your primitive type to ‘sphere’ and enable ‘fill motion gaps’. This will fix the issue with it being separated from the mesh.
For the FPS issue, don’t worry about the imported mesh FPS. Here is a guide that should help with your simulations.
As long as you have your values creating a sound or correct equation like the examples above, you’ll only need to export the total number of frames that you have in your animated mesh. And these sequence files will play back at whatever the speed of your scene is set to! Let me know if you have any questions about this.
hey, thanks for your answer, as you mentionned ; i changed my primitive to sphere and checked the “fill motion gaps” but not any result whatsoever. my mesh still does look like this when the car goes forward. i tried also making the FBX fps to its normal fps (59.94 fps) and the frame stride to 2 , and then the timestep to 119.88 hz. but nothing works. here’s a screenshot.
Hey sorry you’re right, this looks like an issue with our moveable simulation bounds. Might need to change some code…
For now you might want to disable the simulation bounds movement and change the simulation to make it look like it’s moving with forces. I’m trying to think of other ways to get around this but I’m not sure what would work best…