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cwhite last won the day on February 17 2016

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  1. If you want to do custom stuff with boolean fracturing (i.e. not the wood or concrete-style fracturing that rbdmaterialfracture provides), then you can just use the Boolean SOP or the new Boolean Fracture SOP (which is an HDA that provides more convenience features on top of Boolean). If you're trying to combine it with RBD Material Fracture, you likely need to merge together the constraint network produced by each
  2. Some of the fracturing methods in RBD Material Fracture use the Boolean SOP, if that's what you're asking about
  3. Panel From Curves Node?

    I believe it was renamed to Planar Patch from Curves before the release
  4. You can freely merge the transition graphs for each agent type, as long as you've set up different agentname values for each. The transition graph geometry has an 'agentname' point attribute to disambiguate between different agents that have the same clip names.
  5. This was fixed in 16.5.546 - https://www.sidefx.com/changelog/?journal=&categories=48&body=&version=16.5&build_0=545&build_1=546&show_versions=on&show_compatibility=on&items_per_page=
  6. Glue Constraint Relationship parameters questions

    Half life controls how quickly the 'impact' attribute on the glue bond decays back to zero (assuming the glue didn't break). So a longer half-life means that successive smaller impacts can break the glue The propagation rate is a value between 0 and 1 that specifies how much of the impulse is spread across the glue bond to the neighbouring object when an impact occurs - 0 means that nothing happens, and 1 means that the impulse is evenly split with the neighbour. If e.g. there is a glue bond between object A and B with a propagation rate of 0.5, a glue bond between A and C with a propagation rate of 1, and A has an impulse of 5000, then after 1 iteration the impulses are: A: 2000 B: 1000 C: 2000 The number of propagation iterations specifies how many rounds of this diffusion to perform, and therefore controls how far an impact spreads through the glue network in a single timestep.
  7. Try reducing the minimum bone length parameter at the top of the viewport
  8. Control crowd source randomization

    I should also mention - the input points to the Crowd Source SOP can have point attributes like state, agentcurrentlayer, etc that will override the Crowd Source SOP's parameters
  9. Control crowd source randomization

    If you need more precise control over how each agent's layer is selected, I'd just use the VEX setagentcurrentlayer() function. The Attribute Randomize SOP has a mode that is similar to the Crowd Source SOP's options (the Custom Discrete mode with Type set to String), which might be useful for doing the actual randomizatoin
  10. Crowd Sliding Backwards?

    If changing to in-place fixes it, that sounds extremely suspicious (e.g. perhaps the locomotion data and/or clip frame range is incorrect).
  11. Finding activation frame

    This thread has the simplest solution:
  12. Crowd agent orient problem

    For the Locomotion Orient parameter on the Agent ROP, you should specify another joint (like the upper leg) - the orientation is extracted based on the vector from the locomotion joint (hips) to that joint. If you preview the clip on the Agent SOP with Apply Clip Locomotion turned off, you want the character to face in a consistent direction so that you can blend between clips correctly. Also, the number of blend frames for the transition was set to 20, which is far too high given how short the turning clip is.
  13. Crowd agent orient problem

    You should be able to blend between locomotive and in-place clips. If you're able to post a scene file, that might make it easier to debug
  14. Crowd agent orient problem

    Have you set up the turning clip as a locomotive clip? it should work fine if its locomotion channel includes the overall orientation.
  15. Ragdolls explode

    I think it would be helpful to see a hip file, since I'd otherwise be randomly guessing as to what went wrong