8
$\begingroup$

I tried to set the ocean as passive rigid body (collision mesh) and a boat as active rigid body.

The boat falls through the ocean. Which technique is recommended for this?

Ideally the boat would follow a curve and the physic simulation would calculate the orientation and level (z-axis).

$\endgroup$
  • $\begingroup$ Is it possible to turn the ocean into a solid object (such that the heaving surface is the top of a box) ? Will that help the physics system keep them from falling through? $\endgroup$ – Mutant Bob May 30 '14 at 18:48
  • 1
    $\begingroup$ You might try the Shrinkwrap constraint. $\endgroup$ – gandalf3 May 30 '14 at 21:26
  • $\begingroup$ @gandalf3 thanks that was already half way. $\endgroup$ – stacker May 30 '14 at 22:27
  • 2
    $\begingroup$ @stacker I was originally thinking of the constraint, not the modifier, but it looks like the modifier works better (I didn't notice that the constraint doesn't take modifiers into account) :) $\endgroup$ – gandalf3 Jun 1 '14 at 7:07
8
$\begingroup$

As gandalf3 suggested a Shrinkwrap constrained works, but not alone. Using Vertex Parent on a triangle and shrinkwrap the triangle to the ocean does the trick.

enter image description here

enter image description here

For the second requirement to follow a curve a Curve modifier must be added before the Shrinkwrap in the modifier stack.

enter image description here

The vertex parent trick was described here but this tutorial uses softbodies and is more complicated to setup.

$\endgroup$

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.