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Showing results for tags 'rbd bullet solver'.
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Hi guys, I'm trying to get the emitted primitives from a RBD bullet solver to interact with a piece of vellum cloth at the SOP level. I connected the results from the bullet solver to a vellum shape match node then vellum packed it. I've also vellum packed the vellum cloth setup. I merged them and vellum unpacked everything before feeding into a vellum solver. The issue I am running into is not being able to fetch the other emitted primitives from the results of the bullet solver to interact with the vellum cloth. Therefore the final result is just a single RBD primitive (cube) landing on the vellum cloth. I know I might need some kind of SOP solver setup inside the vellum solver to fetch geometries from previous frames. Not so sure how to go about it. Thanks for any guidance and assistance. RDB Emitted primitives interaction with Vellum solver.hip
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- vellum pack
- vellum solver
- (and 3 more)
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Hello everyone ! I've got some issue with a rbdbullet solver, most precisely with rbd constraint. I'm trying to simulate a props destruction but in the same time I want it to be pinned constraint to another object (who is animated in the scene), and i can't find the way to do it. ( the props to sim is attached to another object who moves and in the same time is simulated a rbd bullet solver). I tried with the new rbd configure, pin constraint, I use bound from another object but went the parent object move, the sim props loose the pin constraint. maybe i'm doin it in the wrong way... If someone wants to take a look I attached the scene Shear Test 05.hiplc Here is a more explicit picture. The green is the object simulated, the Blue is the static bound geometry and the Red is the pinned animation constraint. I want the green to be attached to the red. Can comeone solve my problem ? Ho, and I'm on Houdini 18 Thanks a lot ! Shear Test 05.hiplc
- 2 replies
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- shear
- constrains
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I've been following the tutorial on SideFx "DESTRUCTION FX IN SOPS" and I like the setup of it. The problem I haven't been able to figure out yet is how to do multiple destructions on the same model at different times. In the tutorial you make a custom velocity to blow out the geo and by doing so you keyframe "overwrite attributes from SOPs" from on to off to switch from the custom to the bullet solver velocity. If you try to do another velocity later in the timeline to blow out another section you would have to turn the switch on again and that would stop the motion of the original velocity. Is there anyway around this using this method? I tried not turning the custom velocity to 0 but 1 instead so it would keep moving, but it just isn't right. Any help would be appreciated. Farm_House_RBD.hiplc
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Hello, I'm trying to use the RBD Material Fracture technique to make a fracturing plane. I want to attach / parent animated spinning props to the deforming wing. I know this is probably really simple but I've been messing with this for a few days now an I'm pretty stumped. I've attched a demo file to illistrate what I mean. It would be prefered to have the props as fractured objects so they too can deform and collide with the body (tearing the side open). If that isn't possible I can alembic out the prop and use it as a coliding body, but getting the animated prop to stay attached to the wing is where my troubles lay. Any help would be really appriciated, thank you Prop_Spin_Question.hipnc
- 1 reply
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- rbd material fracture
- rbd bullet solver
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