Sustaining a jit.phys.body velocity


    Jun 24 2013 | 8:49 pm
    Hi guys
    I have a ball that I want to bounce off top and bottom wall but not the left and right wall of a worldbox, and also bounce off two other objects in the space. Can this be done? If so, any ideas would be a great help.
    So yeah a bouncy ball that does not lose any of its velocity on impact.
    And if anyone has any ideas how to make only two of the four walls of a worldbox absorb this velocity and stop the ball instantly that would be bonus!
    All the best,
    J

    • Jun 24 2013 | 8:55 pm
      you can control a phys.body's velocity with the aptly named @velocity attribute.
      check out the following example patch:
      Max 6.1/examples/jitter-examples/render/physics/phys.body.velocity.maxpat
      this example also shows how to use static phys.bodys in place of the phys.world worldbox.
      you can "absorb" a rigid body's velocity by setting it to 0 when it collides with certain objects.
      check the following example for info on testing phys.body collisions:
      Max 6.1/examples/jitter-examples/render/physics/phys.body.collisions.maxpat
    • Jun 24 2013 | 9:24 pm
      Okay I have checked out the example and have added a velocity with 10. 10. 10. being banged into it, however this is not being maintained on impact.
      I have a collisions sub-patch but I am having difficulty grasping how to prevent the velocity from being absorbed on impact.
      What is reducing the body's velocity?
      All the best,
      J
    • Jun 25 2013 | 6:31 pm
      @velocity 0 0 0?