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Showing results for tags 'metal bending'.
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hi, I have a question about bullet sim for metal bending. Goal is to able to bend many times by a certain condition. So far , I tried a couple of tests, but never work properly. Outline of my thought and trials are: - hit a box and metal is bent momentaily and stop motion and keep a shape completely . And repeat to hit a box and metal is bent over and over again.... - use Glue and Soft(or hard) constraints to switch each other in SOP-solver by conditions of primitive attributes: impact, force, torque, etc. - probably we should not 'next_constraint_name' attribute in order to repeat switching constraints. - When using impact attribute to trigger switch glue to Soft constraints, fraguments start jiggling. This is because I guess fragments geo struggle with mixed constraints. Some constraints are connected as glue, and others are as Soft. - probably when switching constraint type, I should switch a whole fragments, instead of just a hit collsied pieces, in order to avoid strange jiggle. - If I just need one time bending, it's easy. Just picking one frame to switch a whole constraints to Glue. - maybe example pic has too many colliding boxs. Colliding could be happening every 50frames.. Thus, if anyone gives me a very smart rig, it would be amazing, thanks!
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- bullet
- metal bending
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I found a lot of useful information here to do some basic metal bending with switching the constraint from Hard or Cone to Glue. and i am satisfied with the switch effect - but i have a lot of jiggle at the start, so i think i am on track but not getting it right. when i up the substeps it reduces the bending and jiggle but is this the right way? or do i have to do some more tweaking on the constraint settings? do i miss something? any help would be appreciated, here is the file. thx de Heavy Cone_to_Glue_Jiggle.hipnc
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- cone twist constraint
- glue constraint
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