barad_dur Posted June 28, 2012 Share Posted June 28, 2012 Hello all, I have a RBD fracture sim that I would like to clean up based on the number of frames. For instance, I have a piece flying off at frame 4 and would like to delete it but not before frame 4; and i would like it to be deleted from frame 4 on. I know this can be done but i do not now what expression to apply in a delete sop or group-delete sop pairing. Anyone have an idea? Thank you. David Quote Link to comment Share on other sites More sharing options...
bloomendale Posted June 28, 2012 Share Posted June 28, 2012 Hello all, I have a RBD fracture sim that I would like to clean up based on the number of frames. For instance, I have a piece flying off at frame 4 and would like to delete it but not before frame 4; and i would like it to be deleted from frame 4 on. I know this can be done but i do not now what expression to apply in a delete sop or group-delete sop pairing. Anyone have an idea? Thank you. David Maybe $SF - $OBJCF > 4 in delete DOP will be enough? Quote Link to comment Share on other sites More sharing options...
3dbeing Posted June 28, 2012 Share Posted June 28, 2012 If you are looking for a way to get rid of pieces that are not in camera, the volume sop has an option to create a volume from the camera frustrum. Pad the bounds and then use attribute from volume and delete anything that != 1. Quote Link to comment Share on other sites More sharing options...
barad_dur Posted June 29, 2012 Author Share Posted June 29, 2012 If you are looking for a way to get rid of pieces that are not in camera, the volume sop has an option to create a volume from the camera frustrum. Pad the bounds and then use attribute from volume and delete anything that != 1. No, sadly everything I need to delete is in the camera view. Surely there is a way to program a delete sop to delete primitive numbers at a certain time? Like setting the bypass toggle to turn off under the following if($F>4, 0, 1). I can do it with a switch sop but I will have 15 total pieces to delete over 75 frames which means i would have serial switches and that just seems too heavy. Be nice if there was something like this for the expression in the delete: if($F>4, true, false, [primitive numbers go here]) Quote Link to comment Share on other sites More sharing options...
bloomendale Posted June 29, 2012 Share Posted June 29, 2012 No, sadly everything I need to delete is in the camera view. Surely there is a way to program a delete sop to delete primitive numbers at a certain time? Like setting the bypass toggle to turn off under the following if($F>4, 0, 1). I can do it with a switch sop but I will have 15 total pieces to delete over 75 frames which means i would have serial switches and that just seems too heavy. Be nice if there was something like this for the expression in the delete: if($F>4, true, false, [primitive numbers go here]) You can add data per object with desired "kill time" for example, then add group dop to group all objects with killtime == $ST and then delete those objects with delete DOP. Quote Link to comment Share on other sites More sharing options...
barad_dur Posted June 29, 2012 Author Share Posted June 29, 2012 I think I got it! In a delete, in the Pattern use: `ifs($F<4, 0, '24-29')` Seems to be working for now. Experimentation time! Quote Link to comment Share on other sites More sharing options...
barad_dur Posted June 29, 2012 Author Share Posted June 29, 2012 Close! `ifs($F<90, 0-1, '6-11')` I need to put 0-1 instead of just 0 otherwise it will return 0 in pattern and delete the 0 primitive. With 0-1 it will return -1 which delete doesn't like but it can deal with it. This also seems to work on serial deletes as well. Quote Link to comment Share on other sites More sharing options...
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