watson Posted November 28, 2012 Share Posted November 28, 2012 Hello, I'm trying to layer an RBD sim, step1: crash a simple plane, step2: replace geometry with more complicated geometry then crash again by using previous sim and pointpos dop and releasing into new sim at specified frame. It kind of works but as soon as new RBD sim takes over geometry goes nuts. I've tried many things to no avail... I've attached the hip file, if anyone could help I'd be very grateful, if you're wiling you'll need to cook out points in step 1, then bring in result into step 2, I've made the hip as easy as possible with color coding and notes. Initial sim takes 30 seconds. Thanks for your time w PS. I would love any advise, links or examples on achieving layered RBD sim effect. CrashTestNov_01.hipnc Quote Link to comment Share on other sites More sharing options...
Eucalyptus Posted November 28, 2012 Share Posted November 28, 2012 (edited) I'm not sure I'm seeing the new complex geometry take over. But after Cooking Step 1 and loading it into Step 2, I get a plane which crashes into about 7-10 pieces. See my edit below for some weird ROP_Pnts issue, but I don't think this is what you are talking about. Edit: I see what you mean now. On frame 140 or so until the end there is a small piece of geometry that seems to bounce all over. It's actually part of your ROPPED_Pnts that I'm seeing. Looks like the lwing_Pnt and rwing_Pnt are the ones that are bouncing sporatically. Edited November 28, 2012 by Eucalyptus Quote Link to comment Share on other sites More sharing options...
watson Posted November 28, 2012 Author Share Posted November 28, 2012 @Eucalyptus, could it be our versions of H12 are different? I'm on 12.1.33. For one thing the the main fuselage (Body) goes nuts when the second sim takes over, what I'd like to see is something similar to Step 1 which is where the points come from. A realistic plane crash with parts breaking off. Step 1 is just that, but next I'd like to replace each part with new geometry that will break apart even further using the points of Step 1. If you look in AutoDopNetwork_Step2 Timing_Control node (pink colored) and set each Release Frame to 240 you'll see what I mean. I've attached new hip, in this one each chunk turns green when sim takes over from pointpos just to help visually understand whats going on. When they turn green they freak out... CrashTestNov_02.hipnc Quote Link to comment Share on other sites More sharing options...
bloomendale Posted November 28, 2012 Share Posted November 28, 2012 (edited) delete "w" attribute (angular speed i guess) from points in ROPPED_Pnts before using them in second sim. But i have my question) Why bullet solver doesn't work - chunks just stop as they become Active? Edited November 28, 2012 by bloomendale Quote Link to comment Share on other sites More sharing options...
rafaelfs Posted November 28, 2012 Share Posted November 28, 2012 Maybe the "enable sleeping" in the RBD objects has caused them to freeze before they started moving... Quote Link to comment Share on other sites More sharing options...
bloomendale Posted November 28, 2012 Share Posted November 28, 2012 But i have my question) Why bullet solver doesn't work - chunks just stop as they become Active? Solved. Point pos DOP references Position data from SOPs so you can't modify it in DOPs. Seems like RBD solver overwrites it internally, but Bullet solver doesn't. So we need to do it ourselves. Quote Link to comment Share on other sites More sharing options...
watson Posted November 29, 2012 Author Share Posted November 29, 2012 Thanks bloomendale! Spot on! Funny, I was so close, only tried the v attribute. Live n learn. About the BULLET Solver, from an earlier post, "If you want to use bullet solver, add rbd state dop. Set vel values to $velx $vely $velz similarly set angular vel to $angvelx $angvely $angvelz. Set para operation to set always for vel and angvel para on rbd state dop. You will get the desired result." Thanks again w Quote Link to comment Share on other sites More sharing options...
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