siddd Posted May 8, 2013 Share Posted May 8, 2013 Hi everyone. Long time lurker, first time poster here I'm going to have a sim with 100s of identical objects that are all stacked on top of one another and will need to be fractured. For this, I'm assuming that the best thing for me to use is the "RBD Point Object" tool on the shelf. Works great and allows me to do things like choose when my objects become active. Great. BUT. I can't find a way to get these RBD objects to fracture and then simulate. Is there something I'm doing wrong? I've instead opted to go down the route of having a regular RBD object, and increasing the "Number of Objects" parameter. I can then set the initial state with the $OBJ variable to be what I need. However, using this method, I can't find a way to activate the RBDs when I'd like. If someone could give me some pointers, I'd love them forever. I've attached my basic RBD Point Object scene. Thanks, Sid jw_breakingGlasses_v02_instancedRBDs.hip Quote Link to comment Share on other sites More sharing options...
mangi Posted May 8, 2013 Share Posted May 8, 2013 Hi Sid, Have you used a Voronoi Fracture Configure Object under the RBD Point Object ? Not really sure if this is what your are 100 % after, but here´s a quick test, Mangi jw_breakingGlasses_v02_instancedRBDs+fracture.hip Quote Link to comment Share on other sites More sharing options...
siddd Posted May 9, 2013 Author Share Posted May 9, 2013 Well, I feel like an idiot. I'm sure I tried that and I couldn't get the damned thing to work! Got it all sorted now, thanks *very* much for your help Quote Link to comment Share on other sites More sharing options...
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