Babak Posted June 9, 2013 Share Posted June 9, 2013 Hi Guys, is it possible to activate RDB Use Deforming Geometry separately for each $OBJ or it works only for the whole Geometry? some expression like this : point("/obj/geo1/OUT",$OBJ,"Cd",0) thanks, Quote Link to comment Share on other sites More sharing options...
anim Posted June 10, 2013 Share Posted June 10, 2013 it is, but inside of the RBD Fracture Object has to be slightly changed either by wiring Use Deforming Geometry parameter to Default Operation on SOP Geometry DOP instead of switch or by switching between the data instead of objects as is currently the case use_deforming_per_piece.hip 1 Quote Link to comment Share on other sites More sharing options...
Babak Posted June 10, 2013 Author Share Posted June 10, 2013 (edited) thanks Thomas, your sample is great, but actually I need the rest of the geometry continues its own animation while that part is activated in DOP stops getting deformation , I found this video : http://vimeo.com/57038528 I need something like that, thanks a lot, Edited June 10, 2013 by Babak Quote Link to comment Share on other sites More sharing options...
anim Posted June 10, 2013 Share Posted June 10, 2013 (edited) you can mix it with active value as you wish so you can have pieces with Active Value 0 and Deforming 0 -> passive, static Active Value 0 and Deforming 1 -> passive, but will update from sops, therefore following sop animation (with deformation as well) Active Value 1 and Deforming 0 -> active, therefore reacting to forces, but not updating geometry Active Value 1 and Deforming 1 -> active, deforming self explanatory so only thing you need to do is create another attribute on the points let's call it active and control active value with it (you can set it to update always if you want to animate it) then just mix your desired combination of RBDs Edited June 10, 2013 by anim 1 Quote Link to comment Share on other sites More sharing options...
Babak Posted June 10, 2013 Author Share Posted June 10, 2013 ok, thank you so much Quote Link to comment Share on other sites More sharing options...
MacPla Posted June 14, 2013 Share Posted June 14, 2013 (edited) you can mix it with active value as you wish so you can have pieces with Active Value 0 and Deforming 0 -> passive, static Active Value 0 and Deforming 1 -> passive, but will update from sops, therefore following sop animation (with deformation as well) Active Value 1 and Deforming 0 -> active, therefore reacting to forces, but not updating geometry Active Value 1 and Deforming 1 -> active, deforming self explanatory so only thing you need to do is create another attribute on the points let's call it active and control active value with it (you can set it to update always if you want to animate it) then just mix your desired combination of RBDs I have the same problem, but a dont find the way with "Use Deforming Geometry" and "point("../../Active_Points/OUT_PASSIVE_POINTS",$OBJ,"passive",0)" expression points... or swicth solvers... Tomas, do you have any example scene with this technique? This is my test scene Prototype.rar Thanks Edited June 14, 2013 by MacPla Quote Link to comment Share on other sites More sharing options...
anim Posted June 14, 2013 Share Posted June 14, 2013 (edited) the object in your video is not deforming, it's just translating, you can do it easily with object transform EDIT: I see you have updated your previous post with example file, but from looking at it it still seems like no deformation is occuring or need to occur, since the sphere is just rolling, so you can apply the same principle as in this file rbd_active_movingobj.hip Edited June 14, 2013 by anim Quote Link to comment Share on other sites More sharing options...
MacPla Posted June 15, 2013 Share Posted June 15, 2013 the object in your video is not deforming, it's just translating, you can do it easily with object transform EDIT: I see you have updated your previous post with example file, but from looking at it it still seems like no deformation is occuring or need to occur, since the sphere is just rolling, so you can apply the same principle as in this file I really need to work on a deformed geometry, I tested your scene but this principle does not work in my sample scene "02_Choreography_Simple_Break.hip" inside "Prototype.rar" Thanks Quote Link to comment Share on other sites More sharing options...
anim Posted June 15, 2013 Share Posted June 15, 2013 (edited) of course it doesn't work on deforming, but your prototype scene looks like you can avoid deforming geometry if instead of animating on sop level and caching it you directly animate on obj level since your ball doesn't have to deform to achieve the same rolling motion. Putting some thought into what is necessary or not can save you valuable computation time so unnecessarily forcing RBDs to use deforming geometry for cases where it can be avoided is great vaste of resources anyway not to mention that it complicates your life in thinking how it can work but back to the topic you didn't use modified RBD Fractured Object DOP from my first example so per object deforming geometry will not work anyway here is working example on your prototype scene with deforming geo with some addition of velocity transfer (needs the caches from your prototype.rar) but still if it doesn't have to be deforming I advise you to use just object transforms and everything will be much faster Choreography_Break_deforming.hip Edited June 15, 2013 by anim Quote Link to comment Share on other sites More sharing options...
MacPla Posted June 15, 2013 Share Posted June 15, 2013 of course it doesn't work on deforming, but your prototype scene looks like you can avoid deforming geometry if instead of animating on sop level and caching it you directly animate on obj level since your ball doesn't have to deform to achieve the same rolling motion. Putting some thought into what is necessary or not can save you valuable computation time so unnecessarily forcing RBDs to use deforming geometry for cases where it can be avoided is great vaste of resources anyway not to mention that it complicates your life in thinking how it can work but back to the topic you didn't use modified RBD Fractured Object DOP from my first example so per object deforming geometry will not work anyway here is working example on your prototype scene with deforming geo with some addition of velocity transfer (needs the caches from your prototype.rar) but still if it doesn't have to be deforming I advise you to use just object transforms and everything will be much faster Thanks Tomas.... it works like a charm!!! Quote Link to comment Share on other sites More sharing options...
Sankar Kumar Posted December 10, 2013 Share Posted December 10, 2013 Thanks guys... Quote Link to comment Share on other sites More sharing options...
murathan altunsoy Posted December 29, 2013 Share Posted December 29, 2013 how to delete or disable piece from simulation like this ? Quote Link to comment Share on other sites More sharing options...
alexPP Posted December 30, 2013 Share Posted December 30, 2013 of course it doesn't work on deforming, but your prototype scene looks like you can avoid deforming geometry if instead of animating on sop level and caching it you directly animate on obj level since your ball doesn't have to deform to achieve the same rolling motion. Putting some thought into what is necessary or not can save you valuable computation time so unnecessarily forcing RBDs to use deforming geometry for cases where it can be avoided is great vaste of resources anyway not to mention that it complicates your life in thinking how it can work but back to the topic you didn't use modified RBD Fractured Object DOP from my first example so per object deforming geometry will not work anyway here is working example on your prototype scene with deforming geo with some addition of velocity transfer (needs the caches from your prototype.rar) but still if it doesn't have to be deforming I advise you to use just object transforms and everything will be much faster i'am wonder about :connect emptyObject with sopGeometry by applyData or connect emptyObejct with sopGeometry,any different? Thanks so much. Quote Link to comment Share on other sites More sharing options...
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