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RBD activation


Tom

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So I was checking this scene from sidefx forum

http://www.sidefx.com/index2.php?option=com_forum&Itemid=172&page=download&id=11638

but I cant make it work on my object. It seems there is some problem with activation, because also inactive peaces ar falling with gravity.

Also, my mesh isnt colliding with ground plane.

My scene file is attached. I cant see what I did wrong.

frc_24_building_smash.hipnc

Edited by Tom
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you need to change operation for Active value Parameter to Set Always

EDIT: and your geometry has flipped normals so add Reverse SOP before fracturing to flip Primitive Normals

and since you have vertex attribute N present on geometry which is flipped as well, you can add Vertex SOP as well and set Normal to Add with values -$NX, -$NY, -$NZ to flip it or Attribute SOP and write N to Verted/Delete parameter to get rid of it

then your collision should work

Edited by anim
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  • 1 month later...

Thanks Tomas! It's working.

Totally forgot that normals are flipped, when importing from maya.

couple of questions about this technique. I was playing around with the file, and instead of having the points expand

via the attribute transfer I was just animating the sphere moving across the plane, and it works of course but as soon

as the red points leave the fracture doesn't move. Is there a way to leave a trail of sorts, so the pieces will continue

to fall when the sphere passes through them?

Also, I was interested in this file because I'm trying to achieve a wall fracture, but I only wanted the gravity to affect

the pieces which have forward velocity or are impacted by the object going through the wall. So I thought the forEach sop would be the best way to achieve this. But not sure.

Thanks

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