How can I simulate ball hit influence on spider net?

Hi friends, I’m looking for some methods to desig a spider net-like form that is influenced by a phenomenone like ball hitting. I don’t know if I can do it by kangaroo or not.

Something like this

Here’s an example of balls falling and colliding with a hanging net (16.5 KB)

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Thank you so much,what if i want to have one big ball instead of multiple spheres. Is it possible again?

Sure, here’s an example with one big ball (11.9 KB)

Thank you so much, exactly what I meant.:rose:Now I should try to simulate spider net according to my output.

Thanks to your algorithm, collision is solved. Now I’m going to simulate spider net. I want to join some curves like iso curve in surface. By changing mesh to brep, I extracted naked edges, now i want to move it downward, project on my brep, find closest points and use polyline to join them together.

But point orders don’t allow me to do that. I intended to use anemone loop at the end to have multiple rings, then by dividing each ring and joining points in the vertical direction have somethind like spider net.

spider (18.5 KB)

Another solution i think, is to specify surfaces with extracted naked edges and cull them, so in new trimmed brep maybe we could extract naked edges again and join curves.
My question is how to define surfaces with these edges to be culled?

this might give you some ideas

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Thank you. If i couldn’t solve my problem,surley i’ll use it🙏

I got some results as i expected.

I have 2 problems:

  1. At the end of my algorithm, it was hard for me to manage data tree. I couldn’t use path mapper correctly and used multiple components.

2., Anemone begins After ball hitting and form finding, and i couldn’t adjust time between these 2 phenomenon.

It will be great help if you guide me to complete my algorithm.:pray::hibiscus:

spider (27.5 KB)