In the User's Guide writeup on RICSAC 1 (VC5 | VC4 | VC3), you are walked through the workflow of a typical accident reconstruction analysis involving a t-bone style impact based on a staged collision test from the Research Input for Computer Simulation of Automobile Collisions (RICSAC) series. In that case, using knowledge of the pre-impact orientations and post-impact rest positions and orientations, as well as the post-impact trajectories, we were able to iteratively converge on a reasonable solution for the collision, obtaining estimates of the pre-impact speeds. In this post, we will repeat this same process for the second RICSAC collision ("RICSAC 2").
In this blog post, we will discuss how to create custom sky modifications. In particular, we will focus on creating (1) an all-white sky and environment, (2) an all-black sky, and (3) a sky with stationary cloud effects.
In this post, we outline the simplified process for importing Virtual CRASH data into FARO HD and Reality.
Are you a die-hard fan of FARO (formely ARAS) Reality or FARO HD, but wish there was a way to create your animations using a true 3D physics simulation tool like Virtual CRASH 3? If so, this post is for you. Here we demonstrate just how easy it is to extract the 3D simulation data from Virtual CRASH 3 and use it to define an animation path within FARO Reality.
In Virtual Crash you have the ability to take solid objects (.3ds, .dxf), separate out components, and add joints to manipulate movement. In this post, we will look at using a hinge joint to create a rotating assembly.
In a previous post, techniques were discussed concerning how to modify the different “Element” portions of a vehicle to suit your needs, but here we will discuss how to modify the “Faces” portion to get an even more custom look for your vehicle.
One of the gems of Virtual CRASH 3 is the “auto-driver” system. This feature allows the user select the paths on which the simulated vehicles are to drive (within the limits of physics of course). This is an excellent alternative to specifying the steering angles "by hand," especially for complex roadway geometries (although Virtual CRASH 3’s fast control icons are particularly handy for that purpose). In this post, we discus how to use the auto-driver system in Virtual CRASH 3.
In this post, we will review how to deal with imported meshes with large polygon counts.
Suppose you have a case involving a Ford Explorer SUV police vehicle, which had lights and push bumper, and you need to add it to your Virtual CRASH simulation, but this vehicle is not in the Virtual CRASH database. Don't give up. You can make this yourself using the 3D modeling capabilities of Virtual CRASH 3!
So, you're working on your t-bone impact animation for trial, and now you want to put a traffic signal timing symbol into your crash animation, rather than using text annotation. As is usually the case with Virtual CRASH 3, there is a way to do it by taking advantage of Virtual CRASH's amazing versatility. Below we will review the procedure for creating a traffic signal symbol with animated signal timing.
Have mercy on your microprocessor. When importing large dxf or 3ds meshes for use in your simulation environment, be considerate to your system's resources. In this post, we're going to discuss importing large terrain meshes.