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Found 2 results

  1. Hello everyone... I have a problem with an RBD packed object inheriting velocity. In the file, I have the attribute active being set by another object, but the velocity doesn't kick in at all. The velocity works if I remove the point wrangle setting active to 0 and remove the sop solver. If I try a pop vop or a geo vop, there's some weird velocity behavior that happens. If I tick on override attribute, the velocity takes off big time and doesn't appear that gravity takes hold. All I'm looking for is initial velocity once the pieces become active. I saw a few threads on the side fx forums and this forum, but nothing I saw seems to be working. Any thoughts? test_active_velocity.hipnc
  2. Sorry if this question has been asked before (I've been searching the forums and still can't find an answer) but I have a question about setting up constraints for RBD Packed Objects. In a nutshell, what I'm looking to do is allow my main piece of geometry to "stay in place" while gravity only affects the pieces that are being collided with. I should mention I'm still relatively new to Houdini so I don't really have any idea of how this process has changed over serval versions—I'm on 15—nor do I have an extensive knowlegde of Houdini at this point (unfortunately, but that's why I'm learning). So far the issue I seem to be having is that my gravity is pulling down all of my fractured pieces (which are being held together by a glue constraint) but this geometry is part of a larger building which means I have to make sure it looks as if it is attached to the larger structure. Example image below. Hopefully this all makes sense and is enough to go on because I brought in all of my assets from Maya (alembic). I feel like I'm just missing something really simple here... tried adding a Pin Constraint earlier but realized there is a difference between using constraints with RBD Packed Objects and a regular RBD Object node... now I'm at a loss. Thanks in advance for any advice! -B
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