Macha Posted October 3, 2010 Share Posted October 3, 2010 (edited) I want to break a window but its edges need to sit in the frame for a while after breaking. How could I go about achieving that? Edited October 3, 2010 by Macha Quote Link to comment Share on other sites More sharing options...
Klockworks Posted October 3, 2010 Share Posted October 3, 2010 RBD glue that only acts in a frame range? Quote Link to comment Share on other sites More sharing options...
Macha Posted October 3, 2010 Author Share Posted October 3, 2010 (edited) Yes, that sounds good but the geometry changes when the pieces are created and the glue isn't carried over. I have attached a file. It's probably just a simple thing but I've gotten a little rusty (=refreshed) after my long holiday. window.hipnc Edited October 3, 2010 by Macha Quote Link to comment Share on other sites More sharing options...
CeeGee Posted October 3, 2010 Share Posted October 3, 2010 (edited) Ah Macha you was faster i just made some simple idea maybe if you cant find better solution. try this glass.mov window_h11.0.504.rar Edited October 3, 2010 by CeeGee Quote Link to comment Share on other sites More sharing options...
bandit Posted October 3, 2010 Share Posted October 3, 2010 although there are many other ways to drive an rbd sim, transferring color info from sop level may work(may be it is the most primitive way, i have no idea). here i attach the file which may give you some idea to achive your task. some attribcreates may not be neceserry though. color_to_DOPS.hipnc Quote Link to comment Share on other sites More sharing options...
Macha Posted October 3, 2010 Author Share Posted October 3, 2010 (edited) Thanks for the good ideas, it's kind of working but I want to use the new H11 fracture configure object because of its beautiful fracture patterns and options. This turns out to be trickier than I thought. I'll keep thinking and see if I can come up with something. I was thinking I could perhaps do something with a masked gravity force, or dive into the fracture dops and poke around there. Edited October 3, 2010 by Macha Quote Link to comment Share on other sites More sharing options...
johner Posted October 4, 2010 Share Posted October 4, 2010 (edited) Thanks for the good ideas, it's kind of working but I want to use the new H11 fracture configure object because of its beautiful fracture patterns and options. This turns out to be trickier than I thought. I'll keep thinking and see if I can come up with something. I was thinking I could perhaps do something with a masked gravity force, or dive into the fracture dops and poke around there. Hey Macha, The fracturing done within the FractureConfigureObject in H11 is all done through SOPs, as the FractureSolver is just one big SOP Solver. In particular, the cleverly-named VoronoiFracturePoints SOP is responsible for taking a few "impact" points and generating all the points that feed into the VoronoiFracture SOP to create the fracture patterns based on the impact location. So everything on the "Points" tab of the VoronoiFractureConfigureObject just controls a VoronoiFracturePoints SOP within the Fracture Solver. Which is a long way of saying, you can just use the SOP to pre-fracture your object based on the impacts, getting the same fracture patterns as ConfigureObject, but then pull them into DOPs as standard Glue objects with animated glue strength or keyframed glue objects or whatever. IIRC, the example file here has a setup that uses the VoronoiFracturePoints SOP. Hope that helps. Oh yeah, since you're pre-fracturing you'll have to do the old switch out the intact for pre-fracture glass manually at the impact frame, but as long as there's only one primary impact that shouldn't be too big a deal. You can also setup the Glue Object pieces to use dynamic fracturing once they hit the ground or something, if that's part of the effect. That example file has a glue/dynamic fracturing example as well. Edited October 4, 2010 by johner Quote Link to comment Share on other sites More sharing options...
wigal123 Posted October 4, 2010 Share Posted October 4, 2010 plus with the auto-fracture function you get a nasty one frame offset before the solver takes the fractured geo in account... Quote Link to comment Share on other sites More sharing options...
Macha Posted October 4, 2010 Author Share Posted October 4, 2010 plus with the auto-fracture function you get a nasty one frame offset before the solver takes the fractured geo in account... Ah I just noticed that...argh... Quote Link to comment Share on other sites More sharing options...
Macha Posted October 4, 2010 Author Share Posted October 4, 2010 (edited) Hmm... I'm still a bit slow with understanding this. I have tried to prefracture an object and then pipe it into the voronoifracture dop for secondary fracturing. Also, I can't seem to glue the object to the frame. What am I doing wrong? prefractured_b.hipnc Edited October 4, 2010 by Macha Quote Link to comment Share on other sites More sharing options...
johner Posted October 4, 2010 Share Posted October 4, 2010 plus with the auto-fracture function you get a nasty one frame offset before the solver takes the fractured geo in account... Yes, since the FractureSolver runs after the RBD Solver. The usual way around this is to sub step the entire DOP Net by 2 or more. You can then decrease some of the Collision/Contact/SubContact passes on the RBD Solver to gain back some of the speed lost by taking 2 steps. Quote Link to comment Share on other sites More sharing options...
Macha Posted October 5, 2010 Author Share Posted October 5, 2010 (edited) Not quite what I intended but I got a satisfying result with the "jump" removed by using a spring constraint. I am now trying to slow down the animation, timewarp it to a freeze. One way -which works- is by animating a drag force in dops. Another way would be to use a scalar field as a drag mask. But I would like to have more control by using a chopnet. However, I have trouble with it and I think it is related to changing pointcounts in the geometry. How do I best retime/warp animations in chopnets with geometry that has a varying pointcount? window_a.hipnc.hip Edited October 5, 2010 by Macha Quote Link to comment Share on other sites More sharing options...
Macha Posted October 5, 2010 Author Share Posted October 5, 2010 (edited) *doublepost* Edited October 5, 2010 by Macha Quote Link to comment Share on other sites More sharing options...
andreu.lucio Posted October 6, 2010 Share Posted October 6, 2010 Hi Macha, I use this method to fix the border pieces without constrains, maybe this file can help you, quite simple and works quite well. fractureH11_05.hip Quote Link to comment Share on other sites More sharing options...
Macha Posted October 7, 2010 Author Share Posted October 7, 2010 Thanks Andreu. And I learned a bit of "foreign" as well with the nodes. Centro estaticos! Quote Link to comment Share on other sites More sharing options...
andreu.lucio Posted October 7, 2010 Share Posted October 7, 2010 XD, I normally write names in english, but I did this file for spanish forum, I haven´t had time to change and to see your files so maybe there is nothing new in mine. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.