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Showing results for tags 'Impact'.
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Hi, I wonder if it is possible to trigger an animation on an event. Let's say I have a sphere, I simulate it falling on the ground just using a Dopnet and a ground plane as a static object. And let's say I want to play an animation each time the sphere touch the ground, like waves on some water. How can I do it ? I've heard of RBD Impact Analysis, but I can't find how to use the generated points for something like it ? Can someone help me ? And can I have an example file ? I link an example of wave that I want to trigger when the sphere touch the ground Sound_Wave_v001.hip
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Hi guys, Just wondering if anyone out there could give me a hand or point me in the right direction for something I am trying to achieve with an RBD simulation. Basically I have created a fracture simulation which gets launched at a character and I'd like to be able to stick the pieces into/on the character. I have been trying to investigate dynamically creating glue constraints but have hit a bit of a wall. I have seen that I can record impact data but I am not too sure how to process this in a way that would then lock the RBD object to the collision object. Any help would be super appreciated.
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Hi guys, I've done a domino effect and I like it. But now I'm trying to use it on irregular terrain. I've had one simple solution that is like doing it in real live, I created some boxes on the bottom of each domino piece and it solved it. But I want to know if it's possible to do a Activate on Collision solution that the first trigger touches the first piece and it becomes active and then touches the second piece and becomes active and so on. Or at least a way to enable sleeping in the first frame and then it disables when something collides. What I'm not looking for is a random attribute solution or a user defined map that enables the active state. Hope you understand me. Myke Active_on_Colision.hipnc
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Hey guys, im kinda new to houdini working on a personal project... ive tried destructions in houdini but im a bit confused as to how to get through this effect i have a similar scene in working on and i need the pretty same impact on the ground i would really be thankful if u guys helped me a bit with this thank you
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I'm trying to imitate the motion of rocks falling on dirt. Since the RBD Solver seems to give me more accurate and realistic looking results over the Bullet Solver, I decided to go with that method using RBD Fractured Object. When I first had my scene setup with Bullet, I was able to use a little VEX in the SOP Solve to artificially reduce velocities as rocks fell below a certain Y value. It seems like that setup isn't compatible with my RBD setup, so I was wondering what would I need to do to get it working? In addition, how can I write an expression that would tell the solver to reduce the velocities of the objects by half and double their weight each time they impact the ground? Any tips would be greatly appreciated. Thank you! RBDTest_001.hiplc
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Hello guys, How can i use impact data when an object hits a particular object in my case a ground plane to break the constraints, For eg - i have certain glued objects falling on the ground , some of them are breaking in the air while they release due to impact generated while i want they should only break once they collide with the ground plane else their strength should remain -1. So how could i extract object id of ground and use that as an impact data.
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I am struggling to architect what I have in mind and it may be quite simple but... somehow I just don't get how to connect the dots. Attached is a file with a fractured sphere (thin shell) and a small obstacle inside moving fast, I want to break/weaken the glue constraint based on the impact data (may be after a certain force of impact. At the moment the sphere gets moved around by the obstacle, instead the sphere should break on contact with the bullet, but not against the floor. Thanks in advance. PS. All the elements inside the attached scene are using the shelf tools, specially confusing is the ImpactAnalysis. impact_glue_interaction.hip
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Hi. Everybody. I met a problem when change the H13 file to H14. There is simple flipobjec collide with rbd object, the h13 list a detailed Impact data in detail view, but after open with h14, it just lost. If i want fetch them in sopsolver or Impact to attribute, how can i built it. impactanalysis seems not for flipobject. I try to search them in flipsolver and find any different between H13 and H14, failed. Any help will be great. Thanks. untitled.hipnc
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Hi guys, Does anyone have a way of iterating through impact data inside a VOP Force DOP? I've created a bunch of points in SOPs that is pulled from an ImpactAnalysis node, and I need to access it from a VOP Force DOP. I've tried pulling the points into the VOP Force as a pointcloud, and I've tried using the GetAttribute node too, but they don't work with the "op:/obj/myimpactpoints" syntax. (Is it me or is that syntax pretty flaky? It's an endless source of frustration for me!) What I'm trying to do is use the impact data to generate some custom frictional ground forces for a wheel. I can calculate the forces easily enough and apply them in the VOP force, as long as I can get the impact data in, but I can't get it in there. Is it possible to apply forces and torques in a SOP Solver instead? Suggestions welcomed! Thanks, Andy
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Hello, So I need to create an activation trigger for a multisolver, that is based on impact with a certain object. I know it involves a script solver, but I've reach a dead end on how to detect impact based on a certain object. I know my impact data will say when it impacts what object it impacts with, but I need to save this data going forward and decipher it probably with a dopobjscreatedby("X"). Attached is the version that shrinks the geo based on the script solver activate_onFrame is based on Frame # 34. It hits a random object then hits the ground. I would rather call out if it hits the ground then shrink so I don't have to babysit the sim for activation of this. Thanks -Ben Edit: Attached the example scene file, duh! ShrinkScene.hip
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Hi everyone, I am working on a bullet hit asset for a project and am facing a problem. I've looked at the other bullet hit asset examples and they all seem to have a gun and an aim which generates the impact point. However, I want to have say a wall geo and the user should be able to select the impact points and the frames on which they should become active i.e the frame on which the wall should be displaced in the region around the impact point. Any ideas if this is possible?
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Hi There, I'm currently messing around with impact analysis and the popobject dop, just to create some impact type debris for smoke or further particle generation, and It' be cool if someone just looked over my hip file for me, and maybe give me some suggestions. I'm trying to do it all in one dopnet, and am really not sure if that's possible. Also, for some reason, the particles emitted from the impact points never stop bouncing in dops, what's the reason for this, or what am I missing? I tried setting bounce to 0 on the pop object, but that didn't seem to help. Thanks! DOPparticles.hip
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Hi Guys If anyone could help i would really appreciate it. For some reason on initial impact the sop solver doesn't dent the geometry even though it it shows it in impact data. The geometry dents no problem the second, third etc just not the first. Attached is a simple version of what I'm working on. Thanks for looking at my post sop_solver.hipnc
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Heya, We have a few shots in our short film that i'm looking to get some input on. There are 2 shots - A spaceship crashing into the moon surface, and another of it sliding and coming to a rest. Im am mainly a Maya guy but am slowing get the hang of Houdini. Having a play around in both Maya and Houdini the are a few options to deal with this - and Im looking for thoughts on how to create a dynamic moon surface can provide an impact effect like this: So far I've dabbled with rigid cloth tests for ground deformation on a slide and flip fluids for the impact (but the retention of shape has got me a bit baffled).. Any body have experience with such an effect shot and able to provide some guidance - that would be awesome. Ollie