Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

Sign in to follow this  
Followers 0
cowboy71

Group node bounding box

Hi,

I have a cloth sim which has a group node with bounding box active holding the cloth in place with points.  During the animation,  I have the cloth tear apart down the middle.  Half way down the tear, I would like to release the constraints, or move the bounding box so the cloth is free to move with no constraints.  I'm using H13.  I hope I'm describing my issue correctly. 

Share this post


Link to post
Share on other sites

Try animating  the 'Activation' on the Guide Option of the constraint node. This should work in H14

Share this post


Link to post
Share on other sites

I'm actually trying to finesse this file http://forums.odforce.net/topic/19579-tearable-cloth-h13-wip/. So if you open it up you can see what I'm kinda talking about.  He has a group node which is holding the cloth in place while it tears.  I'm just wanting to break that connection at a certain time within the tear.  

BTW, great instagram pics.  :)

1 person likes this

Share this post


Link to post
Share on other sites

Hey cowboy,

 

The cloth is using a Sop Solver in DOP Network. You can break this constraint by animating the "pintoanimation" attribute to 0 in the SOP Solver. 

 

To to this in your file:

Inside the "sopsolver_tearcloth" node, go to the top node "dop_geometry". Drop down a switch under the "dop_geometry" node and set it to something like $F>=5, or whatever frame you want to release the constraint on. Then insert a node coming out of the "dop_geometry" and feeding into the second input of the switch. The node can be a wrangle node, attribute create node, or whatever, and it sets "pintoanimation" to 0

Share this post


Link to post
Share on other sites

Thank you so much guys!   Worked great and exactly what I needed. 

So great understanding a bit more.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0