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Showing results for tags 'soft body'.
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Hi guys, I wanted to do some soft body ripping effect and FEM seemed to be the best tool for the job. I'm having trouble holding the fractured pieces together until impact however, and it immediately breaks apart when gravity is active. Do I need a constraint to hold the pieces together like as one would with a typical RBD/Bullet set up and break them in a SOP solver? I figured that the fracturethreshold attribute is the clue, but I tested with values as high as 20000000 and as low as 0.00000001 with no visual changes. Thanks in advance!
Hello I am trying to make a voronoi fractured object into grain soft body. I split the object with voronoi fracure, and use for loop to create grains for each piece. On the dop level all looks great - all voronoi pieces are separate and bounce around the way I wished. The problem is when simulated mesh is read back and fed into point deform sop. The original mesh is not acting as separate objects. Is there an easy to correct this? Also, is there a way to create a glue constrain for grain sims? voronoi soft body.hiplc
Hi everyone, I've got some big issue at work today I have to make a realistic lemon explosion effect in slow motion. I don't have any problem for fluid and debris system but the main animation. So I'm looking for some way to mix fractured object dynamic and soft body to deform each piece at the begin of the animation... I already have a "good" RBD dynamic (You can see the picture below). I tried to use a spring SOP after the simulation to add some animated deformations but it didn't work well. (I made a quick hip file) In fact, I really don't know how to achieve this effect correctly. If someone have an idea it will save my day and maybe the next ones! (I'm joking, no pressure, but it will be very helpfull ) Cheers springSop_Test.hip