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text to cubes to RBD ODE


br1

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Hi,

I'd like a text object to dissolve into cubes.

I created and extruded a Font node and converted it to a tetraMesh -cube- object using the isoOffset SOP. What I'd now like to do is to seperate all those small cubes and make them rigid body objects. As they're cubes and as my simulation as to be fast rather than extremely precise, I'd like to use the ODE solver.

Can someone point me to the workflow that I should use ? I think I have to use a partition to group the faces of my cubes together, but I don't know what kind of expression should be used in there. I also have no idea on how to bring those as seperated objects to the ODE solver... and I also would be glad to quadrangulate those cubes so that I can later, at render time, bevel them.

thanks :)

bruno

Edited by br1
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I made a test using a ground floor and RBD fracture.

It all works fine with that method, but as I intend to use a lots of cube, I'd like to change the solver to ODE, but the it stops working. I'll do some more testing and come back to post about it.

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I made a test using a ground floor and RBD fracture.

It all works fine with that method, but as I intend to use a lots of cube, I'd like to change the solver to ODE, but the it stops working. I'll do some more testing and come back to post about it.

You can try a couple things:

Create points that represent the centroids of all of your cubes, then use RBD point object + ODE solver, which will work fine.

Create points that represent the centroids of all of your cubes. Create a standard RBD object and use the copies option to create a bunch of copies of one cube. Use the dopoption() (or dop options()?) function to set the initial position of each cube copy to the point position. You can use ODE solver with method.

To get point centers for each cube you will probably need to use a foreach sop.

You may also want to look at doing most of the work in a pops, then using a pop solver to handle the geometry collisions. There's an example of this in the help document.s

Good luck!

Edited by bandini
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