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Showing results for tags 'convex hull'.
Hello fellow magicians, I've struggled alot with RBDs in the past. Along the way, while doing various projects I spent countless hours researching and debugging and I realised that most of the information is scattered all around... and this is not ideal. So I thought it would be a good thing to have a "main" post where more experienced artists and TDs could share a bit of their experience and .hip files with the rest of the community. There are many instances where this happens here on odforce, for example the thread on small scale flip fluids or the thread on getting rid of mushrooms in pyro. Since I'm starting this, It's only fair that I share a little .hip file myself. With this exercise I'm creating the tipical situation where the Bullet Solver can't stop the wood shapes from jittering and spinning and the simulation doesn't come to a rest. So I added popwrangles and a popspeedlimit to solve the problem. I'm aware that there might be more optimized ways of doing this, maybe with a POP awaken node? Nonetheless, this is my approach to solving the issue. As a bonus trick, I added a way to awaken the inactive pieces only near the desired collider. Here is a very good article on tips and tricks for bullet simulations in case you wanna have a look: https://80.lv/articles/destruction-simulation-tips-and-tricks/ Cheers, Diogo Ferreira rbds_stop_jitter.hipnc
Hi, I created two RBD sim with fracture objects, the second called the result of the first as a passive object. I have to use the "Create Convex Hull Per Set Of Connected Primitives" function for each of the passive object parts is taken into account. It works but multiple collision objects is created per parts. Do you have an idea to fix this? thanks TestA.hipnc.hip