Author Topic: collision detection placement With rotation  (Read 160 times)

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Offline andy.engelkemier

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collision detection placement With rotation
« on: March 14, 2019, 05:30:00 am »
I've wanted this in other software as well, and it's a bit complex. But I think it would be Super useful for keyshot users.

So you have an object, and you've snapped it to ground. Well, sort of right? You snapped the very lowest point to the ground. So I'd like to pick the next point to attempt to hit the ground. And then choose a 3rd point to do the same. Just doing that isn't all that hard right? If the user selects 3 points, just make that triangle the orientation to go to the ground plane. That's pretty easy in Rhino. But it's not going to be perfect. So I'd like Keyshot to "settle" that by using collision detection so that none of the round bits go through the ground. Chances are, the user didn't Quite select the apex of each curve in relation to each orientation.

Since you've imported collision detection, why not also Also say, select Part A, and "settle" onto Part B. The user could select first contact, or continue to settle until you hit stop.

It's basically just adding physics, but with zero bounce or acceleration.

I think this would make more natural placement really simple, and save lots of time.

Offline Aneurismone

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Re: collision detection placement With rotation
« Reply #1 on: March 14, 2019, 05:36:19 am »
yup, feature would be super cool to have, especially to partially stack objects on top of each other in a natural way. might be tough to do but would be super cool!
A.