As you may have seen in the discussion for other lectures, I animate my lamp using Inverse Kinematics, but have a rigid body on the lamp shade and base. The lamp collides with a bowling ball to start it rolling thanks to the physics engine. It rolls under the control of physics, before colliding with the bowling pins. It works when rendering on a single machine.
I’ve tried using multiple machines on dropbox as in the videos. Here’s what happens. On the machine that launches first, everything proceeds as expected. The ball never starts rolling on the machine that launches second, however, apparently because it’s already past the point of collision.
Here’s the really weird part, though. The pins don’t show on the machine that’s missed the original collision. I get why the ball doesn’t start rolling but I don’t know where the pins have gone.
Does this mean that physics (and perhaps particle systems) won’t necessarily work when done as shown in the videos?
Brian