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Found 2 results

  1. Bullet Collision problem

    Hey all, I'm trying to pack primitives for the bullet solver that include baked ODE data for compound collisions proxies. The red nodes are a method that is currently not working but is ideal for setting up constraints. Attached below is a example file with identical inputs to identical simulations with one key difference. In green I am baking ODE data inside of a for loop and packing each object individually the ODE data is maintained and the simulation works. In red I am copying the name data to the ODE baked primitives, and instead pack each piece using the name attribute OUTSIDE The forloop. In this case the ODE data is lost. There are two nulls on the side where I've broken out a single identical piece to show the ODE data difference for each means of processing the pieces.Does anyone know why the pack using name would remove the ODE data from the piece? WhyTho.hip
  2. Hi, I have a question about setting up collisions on a static object. My goal is to have a character walking through snow. I have a grain simulation and then an alembic of a character walking. I have my grain simulation setup, now I need to make my character a static object so it collides with the grain pop simulation. I then made my character walking alembic a static object. Now here is my question: I need to edit the collision boundary of my character walking, but how do I know which solver is being used? Bullet, ODE, or RBD? To sum it up, I have a static object being used as a collision for a pop simulation. How do I know what simulation engine is being used to calculate collisions? Bullet, ODE, or RBD? Thanks in advance
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