5. Create a sphere and "throw" it to the tube by defining a suitable
velocity towards the beginning of the tube with the function Modify/
Properties/Velocity.
6. Add the tag ICSM 2 to the tube and the ball.
7. Play the animation (1 Seconds, Resolution 100 frames).
One important fact related to collision animations (and other particle
oriented animations, too) should be noted: the result of such
animations depend essentially on the detection accuracy adjustments,
for example on the amount of frames specified when playing the
animation. Therefore, it may be wise to use the final resolution all
the time.
The reason for this is that even minor changes result in an
accumulative sequence of further chances. In fact, this is the
situation in the real world, too: even the simplest collision systems
are "chaotic" by their nature.
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