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Found 2 results

  1. Hi I try to remove the constraint with a sop solver plugged into a constraintnetwork node to have the updated states of the simulation. The constraint network fall throught the bounding box but is not deleted... Here is my hip file: Help.hip
  2. Hi all, I have an voronoi fractured terrain and in classic fashion, there's a crack through the middle and the pieces start falling from the central crack down into an abyss. To get the falling propagating outwards from the middle, I'm using a Glue network and dissolving the constraints outwards over time. My object is an RBD packed primitive . This all works, but the pieces tend to fall straight down as their constraints dissolve. I'd really like to get the pieces to tumble as they fall. So that just as the piece is about to fall , the exposed side closest to the abyss - starts to tilt down before the whole piece gives. I'm stuck at this. I've tried simple things like increasing friction. I know one way to do this would be to model a lip on the bottom of every piece facing the centre of the terrain. But doing that by hand would be prohibitive. Does anyone know how I could approach this? Sim.
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