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• od|force
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Found 7 results

2. ## Hard Constraints Problem - Force Reaching Infinity

Hey there odforce! Right now I'm trying to do a destruction simulation on a spaceship that I made, and I'm running into a problem that I can't seem to figure out. If anyone is familiar with Steven Knipping's Rigids III, the general setup is based off his approach. Here's some quick info on what I'm doing: * I'm simulating the spaceship destruction with bullet/packed primitives * These packed prims are a mixture between voronoi shattered pieces and unshattered geo pieces * Even when the spaceship is standing still, forces on the constraint prims will reach infinity once simulation begins * In DOPS, I've made a SOP solver that breaks my hard constraints once it reaches a certain force threshold, and since things are reaching infinity, it's basically just destroying all my hard constraints within a few frames Here's the ship: Here's the constraints using connect adjacent pieces from surface points with default values: After a few frames of simulation, it turns to dust =/ In dops, force is shown to reach inf and breaks the constraints based off my attrib wrangle which says... f@superHighNum = 100000000; if(f@force > f@cat_hard_break_force && f@cat_hard_break_force < f@superHighNum){ @group_broken = 1; } where f@cat_hard_break_force is the force threshold that I define I tried countering this behavior by adding the f@superHighNum, but it looks like forces gradually reach infinity, so it still breaks... Has anyone encountered this sort of issue before? If so, what might cause these forces to reach infinity? Here's a few things I've tried: * Cleaning up the mesh and fusing points before connect adjacent pieces * Setting rest length to zero * Blasting funky looking constraints before simulation * Trying a bunch of different settings on connect adjacent pieces when generating the constraints * Simulating with glue constraints to see if forces still reached inf (they do not reach infinity with glue) * Increasing the constraint force mixing parameter * The RBD physical properties are at default values Also be sure to check out Steven's tutorials because they're really awesome. I couldn't find his e-mail to ask about it, but perhaps you guys might have some ideas? Any thoughts, theories, ideas, would be greatly appreciated, thank you for your time! - Tyler ssGainz_v011.hiplc
3. ## RBD size/scale change during simulation

Hi, Is there a way to change the size/scale of the rigid bodies during the simulation? I guess it can be done after the simulation but I'm wondering if this can be achieved during so the collisions are consistent. Thanks
4. ## RBD size/scale change during simulation

Hi, Is there a way to change the size/scale of the rigid bodies during the simulation? I guess it can be done after the simulation but I'm wondering if this can be achieved during so the collisions are consistent. Thanks
5. ## rbd RBS SIM

Hi ,i use Houdini apprentice 15.5 for 3 months now and i have a problem with the RBD collision.In fact, i'm doing and exercice and the goal of the exercice is to have realistic mouvement when the tube push and object on the table. But the collision of the RBD Objects with the ground is not realistic. The thing is watch tutorials and i reproduce in an empty scene the tuto and it works fine with a simple object like a table and a cube, i mean when the cube is put onto the table the cube does not pass through the table. But in the scene you see bellow everything was working fine until I apply the glue node onto the bowl. After that the bowl the dinner plate and the waterglas pass through the table and it is the first issue i have.Secondly when the objects fall onto the ground the collision is not realistic.I need some one help to fix this problems.Thanks you
6. ## Bullet: Activate on Collisions or Start Sleeping

Hi guys, I've done a domino effect and I like it. But now I'm trying to use it on irregular terrain. I've had one simple solution that is like doing it in real live, I created some boxes on the bottom of each domino piece and it solved it. But I want to know if it's possible to do a Activate on Collision solution that the first trigger touches the first piece and it becomes active and then touches the second piece and becomes active and so on. Or at least a way to enable sleeping in the first frame and then it disables when something collides. What I'm not looking for is a random attribute solution or a user defined map that enables the active state. Hope you understand me. Myke Active_on_Colision.hipnc
7. ## Window Collision

Hi guys, I'm an Houdini apprentice. I'm trying to collide a sphere against a window and fracture only one portion of it. I've exported the window geometry from maya has an obj. my big struggle that the sphere doesn't pass throw the window and instead bounces back making only some pieces fall. I've already tried everything, from shelf tools to everything manual, and the sphere never goes trow the window. probably I'm missing something. i have attached the files! please take a look at it and give me some guidance in the right direction thanks window_shatter.rar
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