hatrick Posted June 17, 2010 Share Posted June 17, 2010 hi, i know there is another thread but it does not handle this specific issue... so i have multible softbodyobjects driven by particles (sqishy from shelf) and the resulting objects should interact with each other... the interaction with a rigid body works... file attached! Quote Link to comment Share on other sites More sharing options...
hatrick Posted June 17, 2010 Author Share Posted June 17, 2010 (edited) ... would be great if there's a particle way because cloth simulates ages ?! squeeesh.hipnc Edited June 17, 2010 by hatrick Quote Link to comment Share on other sites More sharing options...
Macha Posted June 18, 2010 Share Posted June 18, 2010 (edited) I don't have a solution for this but I have an idea. Instead using multiple popnetworks you can all point them to one pop, each with a different source null. Once you have done that you can create groups of the squishy particles, one group for each box, and combine them. It is then a matter of finding out if you can collide groups of particles in a network. I had a quick go at it with an interact pop but I can't figure out how to let one group interact with another while ignoring its own-group-points. Edited June 18, 2010 by Macha Quote Link to comment Share on other sites More sharing options...
hatrick Posted June 18, 2010 Author Share Posted June 18, 2010 that sounds nice!...so ayoe could take this oe step further ? Quote Link to comment Share on other sites More sharing options...
hatrick Posted June 18, 2010 Author Share Posted June 18, 2010 (edited) @macha may you have a second to explain how to get all objects ito 1 popnet... thank you ! Edited June 18, 2010 by hatrick Quote Link to comment Share on other sites More sharing options...
Macha Posted June 19, 2010 Share Posted June 19, 2010 Like so Hatrick, squeeesh.hipnc Quote Link to comment Share on other sites More sharing options...
hatrick Posted June 19, 2010 Author Share Posted June 19, 2010 (edited) thx macha ! ... but i m not getting any further here .... it can't be that hard to do somethig like this in houdini http://www.youtube.com/watch?v=8uFLdVyTTy4&feature=related http://www.youtube.com/watch?v=lll8YakjZEo&feature=related http://www.youtube.com/watch?v=eGJ3sUssff0&feature=related the clothsolver works with very simple geoetry for me but as soon as the geo gets a little more complex ?? its not only simulationtime often the clothsolver gives an error "integration failed due numerical problems"? ... id like to setup something with lots of geo like in the example attached ... please help out guys edit: wires somehow give a rough solid result with low tesselated objects ... but the behavour of a particlesetup would be great greets squeeesh.hipnc Edited June 19, 2010 by hatrick Quote Link to comment Share on other sites More sharing options...
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