[For Touchdesigner beginners] Do physics calculations with Bullet Solver!

miwa_maroon
4 min readJun 25, 2021

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After all, gravity!

What’up everybody guys!
Hi, I’m miwa_maroon from the Touchdesigner department!

Have you ever thought about Touchdesigner in this way?

Touch is good at genetics, so it can’t do physics calculations using gravity, right?
It can’t do collision detection, can it?

If you think so, you need to see this!

Hey, I told you.

After all, gravity!

So this time, I’m going to make this.

Bullet Solver COMP Edition

This time, I’m going to show you how to do it on youtube, so please watch it here first! Click the image below to see it!

I’m making this from scratch, so I hope it’s easy to understand, that it is.
(Oh, this guy has definitely seen Ruroken lately.)

As I explain in the video, I’m going to use Bullet Solver COMP, which enables physics simulation of gravity in Touchdesigner.

I’ll be using Bullet Solver COMP!
Maybe you’ve never even heard of it before…

Don’t worry!

Put Bullet Solver COMP in your network, and click start button to confirm how it work

What is an Actor?

Then, you should dive into Bullet Solver COMP
Then the Actor COMP is placed

I’m sure you don’t know what I’m talking about, but…

This is important!

In physics simulation, everything is an actor in the world of Bullet Solver COMP.
Everything is an actor.
Let’s take the Earth as an example.

The Earth itself, with its gravity, is a world called Bullet Solver COMP.

Apples falling from trees, people, desks, balls, etc. are all actors.
In Touchdesigner, physics simulation is performed by inserting Sphere SOPs and Box SOPs into the Actor COMP.

Moving Actors, Stuck Actors!

In order to improve the performance of physics simulation, we do some pre-processing!
This is called pre-processing.

Decide in advance which Actor will move and which will not!
That’s what I mean.

In this tutorial, the ball is moving along with gravity, right?
In this case, the ball is moving along with gravity, right?
Common name: Dynamic Actor
(This is kind of cool.)

The cage of the net is an unmoving Actor.
Common name: Static Actor

If you don’t set the collision shape of the Actor correctly, you will not be able to create a collision like the one in this basket.

Collision shape

You can set the collision shape in Actor COMP -> Collision shape.
There are many types of collision shapes, but for now, you only need to remember the following two!

・concave(static only)

It is used when the surface is concave like the one used in this basket.
In short, it’s a concave shape.
And this one can be used only for static, non-moving items.

・convex hull

Basic convex shape
Can be used for balls, boxes, etc.

By the way, the same form can be used for different collision methods by just changing this
When concave

When convex

To be honest, I think it’s quite a hassle to have to separate the two at the beginning. What do you guys think?
If you’re a confortable person about this, then you’re Bullet Solver Ikezaki, who loves Bullet Solver and is loved by Bullet Solver.

Replicating an Actor

Some balls are being generated.
This is dynamically increased by replicator COMP and timer CHOP.
Each ball is generated in a different location, see the video for details.

Number of collisions

Have you ever wanted to know how many balls are in a basket?
This is where Bullet Solver CHOP comes in.

You have CHOP too? This is also very useful.
This is also very useful, so please watch the video and try it out!

Examples of my work

It’s an online event that you can direct from zoom!
It’s interesting to be able to give instructions from zoom, and to create a situation where several people can talk at the same time!

Those of you with good sense may have already noticed this.
Yes, the Static only concave cage is moving!
Mmmm.

So, why don’t we focus on exercising gravity with touchdesigner as well as generative systems?

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miwa_maroon
miwa_maroon

Written by miwa_maroon

I want to bring a smile to someone's life. Use Touchdesigner.

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