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Showing results for tags 'Piece'.
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Hi guys, I have a big problem with destroying an external object (a shield) that contain an animation. I've imported it as alembic. I've timeshifted it at the first frame, then fracturated the shield. Attatched this part to the first input of the point deform node, in the second the rest pose of the shield and in the third one the animated geo. The purpose of the rbd simulation is only to fracture a little part of the shield as the shield had been hit by an ax. To achieve that, I've painted where the ax would it and make this mask attribute equal to active attribute for the sim; then assemble it. Basically what happens is that when the pieces are falling down and even if they are flying, they move according to the shield animation. Maybe ther is another way to prefracture it and give it the same animation.. maybe with a vector and copy to point to it, but i don't konw .... I'm really stuck.. If anyone has any ideas that would be great! I've attached the file of what happened. Thank you in advance for the attention! Fracturing_Shield.hipnc scudo.abc
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Hi, I am using the rbd tools in H17. I'm, confused by the name prefix attribute on the voronoi fracture. If it is not set to "piece" then my glue constraints do not work. I would assume that the prefix attribute could be anything? Certainly the subsequent geometry and constraints points / prims are labelled appropriately. Ultimately I would like to constrain multiple objects with multiple fractures. I can achieve this by offsetting the piece 'index' with each fracture, but this is clumsy. Surely it could be achieved using the primitive name prefix attribute? I have attached a scene file containing a single object with / without name prefix as "piece" and a multiple fracture setup. Any help is gladly received! jhealy_fx_rbdOdforceQuery_v001.hip
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I am cutting up some geometry using the Boolean tools instead of voronoi fracture approach. I am wondering what kind of solution people have to get accurate count of the number of pieces in a shatter. Especially, if you use multiple Boolean operations and are merging them back together. Please see attached example. Piece_count_question.hip
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HI I know This is a kind of basic and lazy stupid question. the question is how do you find if there is same piece number has been shared by two or more pieces ? For eg:- if you made 4 or 5 different fracture using the combination of voronoi and Boolean and you don't really know that if you named them correctly . but during the sim you noticed that some pieces are together. and you are lazy to go through all the pieces number in geo spreadsheet. what would be the easy and quick way to find two or more pieces are sharing the same piece number. ?? Like a filter or something. i usually go to the view port and press 9 and toggle to name. then i move the mouse around the pieces. but then you dont really know if some pieces are shared with some really small piece.
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Hello everyone, I am fracturing a geometry and need to delete the pieces bellow a certain size. My problem is that I don't know how to delete based on size. My guess is I need to create a size attribute somehow and then delete based on that. I am sure this should be pretty straight forward but couldn't find any info on that, please give me some ideas, thanks!
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Hello, I am still new to Houdini and got the following Problem to solve: I got a fractured Object and want to use a Box to Group a specific area of the fractured Object. BUT I want to select only whole Pieces. In other words: If one or more Primitives with the Attribute NAME are in Box, assign ALL Primitives with same Value of Attribute NAME to Group "X". Example 1: If Prim A (with Atb. NAME = "Piece5") is in Box, assign ALL Prim with Atb. NAME == "Piece5" to Group "X". Example 2: If Prim B (With Atb. NAME = "Piece2") and Prim C (Atb. NAME = "Piece9") are in Box, assign ALL Prim with Atb. NAME == "Piece2" OR NAME == "Piece9" to Group "X". So in the end it should work for n Primitives in Box. How can I achieve this? Thanks in advance Lukas