dolexd Posted January 15, 2013 Share Posted January 15, 2013 (edited) Hi, I am working on a rigid body simulation. I have a wall and used a voronoi to fracture. Then I used the rigid body fracture to activate the breakage. Now I have a ball being thrown at the wall which I want to cause the destruction to the wall, but as soon as I start the simulation, the wall starts breaking without the ball hitting it. What should I do so that the wall starts breaking only after the ball hits the wall. Thanks, Sid Break_Wall.hipnc Edited January 15, 2013 by dolexd Quote Link to comment Share on other sites More sharing options...
goldleaf Posted January 15, 2013 Share Posted January 15, 2013 You could add a glue constraint network, and make it really high until you want them to break. SideFX released an in-depth video about Bullet, I highly recommend it: http://www.sidefx.com/index.php?option=com_content&task=view&id=2350&Itemid=166 Also, you can key-frame the activation frame of the wall, so it doesn't start until the desired frame. Quote Link to comment Share on other sites More sharing options...
gui Posted January 15, 2013 Share Posted January 15, 2013 yes. And you can use the glue constraint and constrain the wall to another object (a static one), so the wall will be constrained to a static object. Another option is to select manually some pieces of the wall and make them inactive, using the active value node. Quote Link to comment Share on other sites More sharing options...
dolexd Posted January 15, 2013 Author Share Posted January 15, 2013 Well, the thing is I am not using "make breakable" shelf tool and hence the fracture parms does not get created. I am procedurally building the voronoi and then making it a RBD fracture. So I don't know how to set the impact object now. Quote Link to comment Share on other sites More sharing options...
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