Unexpected additional impulse when simulating with Bullet
#1
Posted 11 July 2012 - 02:29 AM
I've made a small test of wall destruction using Bullet:Wall Destruction
There is a strange behavior of some of the small pieces, as the get unexpected additional impulse after collision. What is the reason and how to avoid such a strange behavior?
#2
Posted 11 July 2012 - 04:45 AM
Edited by Netvudu, 11 July 2012 - 04:46 AM.
#3
Posted 11 July 2012 - 09:16 AM
Attached Files
#4
Posted 11 July 2012 - 10:37 AM
gosch, on 11 July 2012 - 09:16 AM, said:
I tested with that node bypassed and it worked as expected.
wall_destruction.hip 532.69K
58 downloadsI also cleaned up the network a bit, you had some extra nodes that were not needed, plus it was creating SDFs for no reason since you're using bullet.
Cheers
Edited by rafaelfs, 11 July 2012 - 10:43 AM.
My Houdini playground
#5
Posted 12 July 2012 - 02:14 AM
#6
Posted 12 July 2012 - 06:36 AM
gosch, on 12 July 2012 - 02:14 AM, said:
Smells like a bug to me. You should send your file to Side Effects and explain the situation.
Cheers
My Houdini playground
#7
Posted 16 July 2012 - 01:02 AM
Multiply v by mass to create consistent force for each piece. You can also multiply it by FPS if you need precise control(probably not a good idea when using substeps).
To control the dissipation add another multiplication by -.1 for example. Plug this to output force and you are ready.
Now each frame velocity will dissipate by 1/10 of its mag.
Edited by rayman, 16 July 2012 - 01:03 AM.
#8
Posted 16 July 2012 - 07:17 AM
With any Force type DOP you can create a Mask Field VOP which in turn can use a SOP Scalar Field or SOP Vector Field DOP or a Copy Data DOP to control where and how strong you want the Force effect to be, or both at the same time.
A Scalar Field gives you:
vector force * float scalar_mask
where the SOP Scalar Field gives you control over the global magnitude of the mask field to control the effect inside DOPs.
while a Vector Field gives you:
vector force * vector vector_mask
where the SOP Vector Field gives you control over the magnitude of the X, Y and Z field to control the effect inside DOPs.
Attached Files
#9
Posted 21 July 2012 - 05:21 AM
gosch, on 11 July 2012 - 02:29 AM, said:
I've made a small test of wall destruction using Bullet:Wall Destruction
There is a strange behavior of some of the small pieces, as the get unexpected additional impulse after collision. What is the reason and how to avoid such a strange behavior?
#10
Posted 21 July 2012 - 07:14 AM
dark_cry, on 21 July 2012 - 05:21 AM, said:
#12
Posted 31 July 2012 - 06:54 AM
I've made another test of creating complex constraint network (glue, spring, pin) to achieve believable building destruction:
Building Destruction
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