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changing vertex count on fracture simulation - WTF?


dangerweenie

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Howdy,

So I did this fracture sim (it was a dynamic fracture, however only did two breaks and they were both evaluated by the 30th frame). So, from frame 31 to 200, it looked like I was pretty much set with a constant amount of pieces, which would allow me to retime the .bgeo sequence with a timeBlend SOP / timeWarp SOP, and interpolate the point positions inbetween (we are going for a ramping fast to slow mo effect of the shatter).

The retiming looks good, except every 5 frames or so, the vertex count changes by 3! something in the neighborhood of 3999->3999->3999->4001->4003->4000->3999 ...

This shot is pretty much dead in the water at the moment since I can't retime it or bring it to Maya to geometry cache and then retime there ... does anyone have any advice?

I'd send the file over, but it's kind of useless without the cache, and that's too big to share i imagine.

Any help is appreciated.

Thanks,

Matt

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