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Daniel Lefebre

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About Daniel Lefebre

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    Peon

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  • Name
    Daniel Lefebre
  • Location
    Halifax
  1. Wire sim to follow orientation of static deformed object

    Well for now I'm hand animating it and getting nice results also quite directable which really works in my project...This seems to be a fairly unique problem but might help someone one day. Still wondering how to bring in my rotation transformation with the wire constrained to a collision object in the dopnet. wiresolve2.hip
  2. Can anyone help me with this file? I would like the wiresolver to properly read the constrained rotation of a static deformed object. you will see in my file its setup and working for a constraint with and rbd object but when I use a static deformed object my rotation calculation is thrown out the window. I've been stuck on this for more then a few days now and still missing the mark. wiresolve.hip
  3. wires to follow rotation of RBD pin

    Thank you sir!
  4. wires to follow rotation of RBD pin

    Hello! Does anyone have any pointers on how to get my Wire solver object that is pinned to my RBD object to follow the rotation of the RBD object. I have attached the scene file for reference. I'm really stuck on this one. constraints_simple2.hip
  5. Grain RBD Active/Deactive

    This is awesome. Just seems to have some major issues when you replace that sphere collision object with say the rubber toy and turn on convex. Is there a limitation with bullet and convex? Edit: yes there is
  6. VORTEX FORCE FOR VELLUM

    Thank you jkunz07. Extremely helpful
  7. VORTEX FORCE FOR VELLUM

    It seems you have to build the vellum stream in a pop network to use the particle forces.
  8. Object picking up sticky FLIP fluid

    Having the same issue, As far as i can see this is a major struggle with flip. The example solution is in my option not a viable option as it does not behave like a normal sticky surface or like a normal fluid. results with the object beginning in the fluid and being pulled out are correct and ideal but you can not get those results if you just dip the object in. If i had to dip an object and wanted stick I would have a dummy object that i would initialize in the fluid. I would then have my hero object marry up with the dummy and then pull them both out at the same time essentially mimicking a surface that fluid will actually stick too. After a few days of playing around with every solution i can find this is the best for a straight up dip effect. maybe one day this will be fixed.
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