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Found 126 results

  1. Alright so i have been through plenty of posts on using constraint networks in case of packed RBD objects, but i still can't quite find a way to achieve this simple task - Two packed rbd objects (pre-fractured) - one has animation and is set to be a deforming static object, and the other is an active object. I need to pin few of the pieces of the active object to the deforming one. Glue and hard constraints work well for scenarios where the static object isn't deforming. But on deforming geometry, the objects stay constrained to their location and do not move with the animated points. I've also tried cone constraint which seems to make the active object follow the animation but is somewhat unstable, the pieces try to stick but wobble all the way. Not sure what would be the correct way to do this. Any insights on this if any of you guys have tried would be of great help!! GluePinTest.hipnc
  2. POP forces and Bullet sim

    Hi everyone. I've come across a little hurdle, that I'm sure must have a simple solution, but I can't quite figure it out. I've created a simple scene to illustrate what I'm after (see attached). Basically I'm using the POP Attract force to drive the animation of my RBD objects (I'm using the Bullet solver), and I'm getting the result that I'm after. My predicament now is that I want to vary the effect of the force on a per object level. So in reference to the example scene I've attached, have the torus objects be less effected by the attract force than the teapot objects. Like I said, I'm sure there must be a simple solution for this, and I'm hoping one of you clever people can point me in the right direction. cheers! bulletAttract.hip
  3. Wrecking Ball Constraint Question

    Hi! I've setup a simple scene with a wrecking ball with a chain hitting a brick wall. I've two constraints network a hard constraint that takes cares of most things and then a glue network that keeps the ball together (it's made up from two pieces). The brick just sits on each other and contains no constraints. Everything seems to work fine from the exception that the hard constraints starts to stretch (ie the chain starts to stretch) when the mass of the ball becomes too high. The only way I found to get around this is to increase the density of the chain to 10 times the ball. But it just doesn't look alright. Is there another constraint I should use instead of the hard constraint or is there a way I can increase the strength of the hard constraint without increasing the mass of the chain? Thanks! / John WreckingBall_Constraints_V01_01.hipnc
  4. Hello I have a fractured geometry and I want to glue lets say every 3 nearby pieces into one to create more interesting pieces. I also want to do that in a procedural way, so that I will be able to plug any fractured geometry and it would still work. I don't have an example file because I have no idea how to approach this.. Any ideas? Thanks.
  5. Hello everyone I have got a sphere activating fractured geometry by going through it. I am using a foreach node with a centroid expression inside to add point to each piece which is then activated by the sphere via attribute transfer. Then I am using a point expression on a activevalue in the DOP to activate the pieces by the colour that the sphere transfers to the points. I want to know how to make the pieces that activate stay activated forever without deactivating once the sphere is gone. Any ideas? Thanks. activate_pieces.hipnc
  6. BulletSOP 2.0.14

    BulletSOP is implementation of Bullet library (bulletphysics.org) inside SideFx Houdini (sidefx.com). It's a plugin for creating incredibly large rigid body simulations on average PC. The Tool is very powerful, flexible and speed is very impressive as well as memory footprint. The plugin is free and without limits! So you can create truly stunning massive simulations. BulletSOP is compiled for Houdini production builds. It includes many example scenes (beginner -> professional) which are probably the best learning resources. Main features: - Bullet RBD Solver - Support for multiple Broadphases, Constraints Solvers - Loading data from previous frame - Geometry decomposition (Tetrahedra, Voxels) - Static/Animation body - Convex Hull - Compound Hull - Deform static Hull - Primitive Hulls - Constraints (auto-generating, spring, 6DoF) - Collisions Groups - Object Forces - Point Radius Forces - Delete Duplicity data - Instancing - Emitting system - Includes many example scenes for studying - Support for Windows(64bit), Linux(64bit) and OSX(64bit) Links: Houdini: www.sidefx.com LinkedIn: www.linkedin....Houdini-4796605 More author's videos: vimeo.com/user3251535 Create freely, simulate quickly and enjoy fully! Best wishes, Milan Suk Download BulletSOP v2.0.14 for Windows, Linux and OSX: http://bit.do/BulletSOP_v2_0_14
  7. Hey everyone! I am trying to create a hailstorm effect with raining huge blocks of ice (hail). I set up a simple simulation where there is a grid and each frame a random point is selected and a hail is copied onto it, then with a sop solver it gets merged in. It all works, but after a few pieces, the simulation slows down drastically. They are packed and the DOP uses autofreeze, but still it's slow... Please somebody with experience look at it and tell me why? Thanks! Jegeso_001.hip
  8. Bullet Geometry Collision

    Hello fellows! I have a problem with Bullet Geometry Collision. Last few days i tried to fixed it. Now I don't have any idea why this error was happened.
  9. Hi Guys, I really need help with this. What I have is a complex Truck rig coming in from animation. Its got multiple moving parts and some parts need to break apart as it gets hit and collides with objects. I have managed to fracture the object and transfer the animation back onto the frags via a nice matrix transform setup I found on Odforce. The trouble I'm having is how to bring animated frags (packed primitives) into Dops and how to control them becoming active either on collision or at specific frames. The other thing I cant figure out is how to get the active pieces to be still glued or constrained to the other animating non active pieces. Presently I'm trying to achieve this with Packed Prims as I have alot of pieces and its lighter in Dops but I have tried doing it the old fashioned way with Deforming RBD Fracture objects, but I still have the problem of Controlling when objects become active and then constraining them to the non active animated pieces. The best way I could think to illustrate this is when the windscreen shatters its still constrained to the non active window frame so that it continues along with the moving truck. I have attached a super simple truck file that's been cleaned up off my tests, as none of them are working anyway. I would really appreciate any help anyone can give me on this, Its driving me crazy not being able to figure this out. Cheers.
  10. Hi guys, I am studying Peter Quint classes 'DOPs Force 1,2,3' When I tested it after watching, I found Bullet and Packed object doesn't work correctly, I don't know why. Whenever I take small force to geometries by an Uniform Force DOP, some objects or whole objects don't move anymore after 50 frame. Interestingly, all them work fine to the 50 frame. I think this is a complicated problem because I can make them work correctly by using RBD or giving high value of force or setting low density of mass or not using Uniform Force DOP(Gravity DOP works correctly). I want to use Bullet and Packed geometries. What's the problem and how can I solve this? I attatched my Houdini file. Thanks! test.hip
  11. Cone twist constraint freeze?

    I'm looking at alternative techniques for doing plastic deformation in Rbds. Is it possible to freeze the cone twist constraint to prevent it from springing back to the original position. As in the picture I want to sim the constrained Geo until it the cone twist reaches a defined angle and then freeze the constraint so that it doesn't return the geo to its original state. I'm presently trying to do this in a SOP solver but not having great results. Does anybody know of a way to achieve this? Cheers!
  12. FX Showreel Andreas Giesen

    Hey, I finished my new FX reel last week, please have a look: All shots, exept one, were done in Houdini and also rendered with Mantra. A more detailed breakdown you can find on my website. Most of the work is from this or the last year, everything done at Rise fx, based in Berlin. A big thanks to Team Houdini and all other people there For severall shots we also used the bulletSOP by Milan. Thank you for this awesome tool!! If you have any questions to a specific shot, feel free to ask Cheers, Andreas
  13. Bullet Timescale

    Hey Folks, So i seem to be running into an issue of scaling time with bullet. When i use the scale time parameter on the dopnet it gives some weird results. At normal speed it works fine in terms of behaviour its just too fast for a slow mo shot. I could do it post sim using timeblend and time warping the bullet points but this wont give me accurate collisions with moving characters in the scene. I could attempt to retime the collision character and run the sim at normal speed then time warp it back to the normal speed i guess, but this would be much easier if Timescale worked. Any suggestions for making the timescale work live. Cheers Saqib
  14. I have some packed primitives all constrained together and I would then like to constraint them to an object that i've animated in sop. Is there a way of constraining my packed primitives to and RBD object so that I could enable 'Use deforming geometry'? Or am I able to update the translation and rotation of a packed primitive in DOPs (using a SOP solver or otherwise) - The geometry is not deforming is only translating and rotating. Thanks, Mike
  15. Hello, I'm playing with bullet dynamics in Houdini. But I'm having quite often one problem - strange motion in e.g. small shards on ground plane. They don't stop moving even after few seconds after they fell on the floor. They are not changing position but just slightly rotating. This motion seems to go on and on... According to docs Linear/Angular Treshold parameter in RBD Packed Object should fix it, but it doesn't seem to have any effect. Have you experienced this type of error and if - have you solved it? Thanks
  16. Hi, simple question here. Setting up a simple RBD packed object emitter is very straighforward using a SOP solver, following the example on the helpcard...see attached But, I'm not quite sure how to set up the DOP network when I want to have multiple emitters with different SOP sources. Do I merge different multisolver branches, or merge the sources before running through the multisolver - in which case I need a SOP solver for each DOP object? Any help appreciated! emit_multiple_packed_RBD.hipnc
  17. Hi guys, Wanna share with you my recent rbd tests. In my opinion, such workflow is pretty similar to FEM (DMM) based solutions, but gives a couple of advantages. For instance, we can add details only where we need it. I hope you understand, that I can't share hip file, but I'll try to answer to any questions. cheers
  18. EDIT The problem comes from the clusterpoint node which seems to add a duplicated piece name with no path: I am trying to do a bullet cluster sim. i am having a problem when doing the glue network. For some reason the connectadjacentpiece node doesn't want to compute on one of the cluster created. Whatever the number of cluster, there is always one cluster that will not be computed by the node. It seems that the problem isn't the foreach as when i try to select the problematic group and apply the connadjpiece outside the foreach, i still get no connection computed for that particular cluster in this particular example bullet_cluster.hipnc i added a partition to debug and see which cluster doesn't compute. You can change the cluster group and see that it works for all other cluster thank you for helping.
  19. Hi everybody, I'm looking for a way how to create dynamic constraints with Bullet. The basic way doesn't work. Take a look at hip file please to see the problem. Any help would be appreciated! Thanks! bullet_dynamic_con_issue_v01.hip
  20. BulletSOP 2.0.13

    BulletSOP is implementation of Bullet library (bulletphysics.org) inside SideFx Houdini (sidefx.com). It's a plugin for creating incredibly large rigid body simulations on average PC. The Tool is very powerful, flexible and speed is very impressive as well as memory footprint. The plugin is free and without limits! So you can create truly stunning massive simulations. BulletSOP is compiled for Houdini production builds. It includes many example scenes (beginner -> professional) which are probably the best learning resources. Main features: - Bullet RBD Solver - Support for multiple Broadphases, Constraints Solvers - Loading data from previous frame - Geometry decomposition (Tetrahedra, Voxels) - Static/Animation body - Convex Hull - Compound Hull - Deform static Hull - Primitive Hulls - Constraints (auto-generating, spring, 6DoF) - Collisions Groups - Object Forces - Point Radius Forces - Delete Duplicity data - Instancing - Emitting system - Includes many example scenes for studying - Support for Windows(64bit), Linux(64bit) and OSX(64bit) Links: Houdini: www.sidefx.com LinkedIn: www.linkedin....Houdini-4796605 More author's videos: vimeo.com/user3251535 Create freely, simulate quickly and enjoy fully! Best wishes, Milan Suk Download BulletSOP v2.0.13 for Windows, Linux and OSX: http://bit.do/BulletSOP_v2_0_13
  21. Hi everyone, first post here. I'm starting to learn houdini and of course i need a lot of help since the documentation is quite poor...i hope you guys can give me some heads up. My problem is basically the old brickwall destruction problem. My goal is to destroy the wall having clusters of bricks, single bricks and brick shards. and of course i would like the clusters to break into smaller clusters or single brick on every subsequent impact and so on. So far i managed to create a glue network which i delete gradually using a sphere with points from volume node, and painted clusters which are not deletable, so they should behave like subsets of the main glue network (breaking accordingly to their strength). And here the odd behaviour happen...glue network bonds seems to reappear and stop the shards quite randomly. anybody has any idea? any help would be so much appreciated also, some tips on how to paint different vaues of glue strength or how to procedurally set the glue strength based on distance between pieces would be a plus. thanks so much in advance to anyone who replies this post you can find attached a flipbook showing in red the glue network bonds that reappear houdiniFlipbook.mov
  22. Duplicating RBD objects in SOP Solver

    Hi! I'm trying to recreate something like the duplicating treasure from Harry Potter. I've got a pretty good start but i've run in to a couple of problems. Each generating more problems. The first is that I haven't succeeded to constrain my duplicating effect to only solve once a frame for each object. And the other, more important, I haven't managed to successfully give my duplicated DOP objects unique names. It works for the first couple of duplications but after a while it all falls apart, this leading to incorrect velocity etc. I'm using packed objects in combination with a object_merge in a foreach sop in a sopsolver for this, an area that I'm not at all comfortable (DOPs). If someone wanted to take a look I'm grateful. And / Or if someone is trying to do something similar, I think I'm up to a decent start here. (Could be wrong) Thanks / John Duplicating_Test_V01_02.hipnc
  23. I'm doing some Bullet tests, trying to replicate a workflow I use in 3DS Max; something that works in both pFlow and Thinking Particles. I am having trouble getting active RBD objects to react properly to an animated object. I can't seem to get Bullet to evaluate the force of impact from a static object the same way it does from an active object with velocity. To test this, I created an active RBD sphere object and gave it an initial velocity to launch it at a wall of blocks. I then animated a copy of the sphere to match the active sphere and ran the simulation again with the static RBD sphere and it doesn't affect the wall of blocks the same way. I've tried animating a transform inside the geometry and adding a trail SOP to the animated sphere to compute velocity. Regardless of what I try, wall of blocks don't seem to get much impulse from the static object. Any thoughts? bulletCompare_001.hipnc
  24. Floating Upright with Bullet

    Hello I am trying to float some debris on a water surface. I have a buoyancy setup that works great for position that allows me to float on an sdf. However, the orientation of the debris will just freely spin around. I need to to somewhat realistically stay upright based either on the debris shape, or a preset up vector. I have two scenes that I have attached. One is just the buoyancy setup, the other is my feeble attempt at using the orient and an up vector to create a torque force....it is not working Any help would be greatly appreciated. Thanks Charley floating-orient_001.hipnc floating_001.hipnc
  25. Hi -- I'm trying to figure out a way to get animated/deforming geometry working for packed primitives in dops. I really like working in VOPs and SOPs, so the packed primitive workflow is really appealing to me, but I can't seem to figure out how to get animated/deforming colliders. I have gotten my packed primitive to animate and match the animation in SOPs, and activate based on an attribute This is my best attempt so far. Inside the dop network, there is a red switch node. You can switch between the packed and unpacked primitives, for reference. The unpacked primitive never gets released to becoming dynamic, but maybe it's useful. Inside the green sop solver in the DOP network is another red switch node. The first input here works great after the packed primitive becomes dynamic, but doesn't collide properly/at all until then. The second input works while it's tied to the animation, but gets all squirrely and weird afterward. It's almost like the pivot point is totally off, or.. I don't know. More confusing than that is that the guide geometry is clearly not what the bullet solver is colliding with, since the guide geometry is in the right place. Could someone take a look and see if there's a better way to do this? All I want is for my packed primitive to be tied to some SOP animation for a while and then become active in the scene. Also, as an aside, do DOP groups work correctly and reliably in a multi-solver? I know it's a dumb question, but I have had a pretty hard time isolating which geometry my solvers are running on so far. Thank you so much to anyone who can help :-)
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