[ODE] Realistic friction based on material.

Jon Watte (ODE) hplus-ode at mindcontrol.org
Fri May 18 12:46:40 MST 2007


 From experience, a steel sphere dropped on a flat, hard stone floor 
(such as granite) will either bounce pretty high, or it will crack the tile.

Cheers,

          / h +


Remi Ricard wrote:
> Hi,
>
>   
>> Hi.
>>
>> I would like to achieve a more "realistic" moviment of bodies, for example, a metal ball will roll faster in a stone ground than on a sand ground.
>>
>> I would like that the interation between objects is based on their materials, not on a fixed value for all.
>>
>> I think that I must check the material of each object evolved on the collision, and set the value of surface.mu, on the nearCallback function, right?
>>
>>     
>
> Yes this is the way to go.
>
>   
>> Is there any table with friction constants for most common materials?
>>     
>
> Searching the net you will find lots tables of tables giving you the 
> coefficient of friction of material A againts B.
>
>   
>> And havint that, how I set the correct resulting value for surface.mu? Multiply? Sum?
>>     
>
> Since the coefficient of friction is still and empirical value (i.e. 
> they don't really know what is going on at the interface). I don't think 
> there is and equation to find mu for material A and B.
>
> The coefficient of friction is always a value for 2 materials.
>
>
>   
>> Also, the way of the materials behavior deppends of their material.
>>
>> For example, if a metal ball falls on a stone ground, probably ti won't jump back, but if the ball is made of, say, plastic, it will jump several times.
>>
>> How I set this behavior?
>>     
>
> You will have to play with all the parameter of a contact joint.
>
> Remi
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>   


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