Introduction
Rodeo is based on the free physics engine ODE . Physics means that reality
like, physics based behavior of objects is simulated.
To get the most from the Rodeo plugin we need to deal
a bit with physical units. For example, when
simulating a cube falling onto the ground it makes
quite a difference if the cube is 100x100x100 meters
versus 100x100x100 centimeters. But this is already
all we have to keep in mind when playing with Rodeo:
scene scale.
Rodeo acts as a translator between ODE and EIAS Animator.
In Animator the setup is built, in Rodeo we tweak and tune
it which is then fed into ODE for calculation. Rodeo will
then again translate the resulting simulation data
(position and rotation) back to Animator. All animation
data is written as custom frames to the related animation
channels of all Rodeo animated objects. The simulation data
can than be used together with your Xpressionist scripts.
This also grants Renderama compatibility, since Rodeo is
not required during render time.
The workflow of a Rodeo based physics simulation can be
roughly broken into three steps: Setup, Tweaking, and
Solving. This workflow reflects in the Rodeo interface.
From left to right we have the Setup tab - for the general
setup and assignment of groups to Rodeo, we have the Mesh
tab, to tweak the setup of the meshes/objects that Rodeo
uses for the calculation, next tab is the Joints tab where
you can verify and tweak the linkage of objects, than we
have the Advanced tab that holds all parameters for the
simulation and finally the Solver tab where all the magic
happens.
Start with the Quickstart section to get the basics of
Rodeo. Start to experiment and come back to the reference
section of this manual whenever you need additional
information. For support please go here.