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Showing results for tags 'rbd material constraints'.
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Hello. Ive been struggling with this scene for a while and ive exhausted myself trying to figure this out. I would like to make a door explode, and leave some of the fractured door swing on its hinge. I would possibly like to destroy the rest of the house later. Ive been self studying for a while, and i understand how the constraint network in dops works, how glue and soft constraints work, but im unsure how to approach this effect. I think im doing the right thing in SOPS, but im not getting the results that i want. I understand adding the active attribute to the featured geometry to make an inactive area as well. I would like to do do somethging similat to this video with the door swinging by the hinge, as the remained of the door remains fractured. Look here https://www.sidefx.com/products/houdini/whats-new-17_5/ the video is at the "interactive RBD constraint" section. Some of my issues are; Why does the geometry fall when the sim starts? I understand that Glue is on/off, but i still have it fall once the sim starts. (not including the inactive area) How to constrain two objects? If i would like the wood frame to be glued to the wall, how can i do this? Is it just a matter of drawing lines (RBD constraints from lines) to connect the objects together? Ive also tried using geometry as constraints, with 0 luck as well. Should i just use an animated bounding box to make the area "active", and then have the sphere break the door? Or is there a way to have the door break, only where the sphere collides with it? I am familiar with DMM in maya, and im not sure if animating a passive/active region is the way to go, or is there a better method? Odforce_hinge_scene_zipped.zip