chrisbore Posted September 1, 2013 Share Posted September 1, 2013 Hey Guys, Thought I'd share my progress of a HDK bullet sop solver I have beem working on in my spare time recently. The first demo video is here (I'll more as it progresses); https://vimeo.com/73309467 While writing it I've tried to keep a typical houdini workflow in mind, the whole this is driven by points as attributes, it makes customising sims so easy. Here are some more details on what the solver can do. Only currently supports convex hulls with no instancing (to be added at some point) - this is mainly as I've geared it more towards destruction which will use unique irregular shapes. constraints -- bullet 6dof joints with motors (for plastic deformation) Animated Passive rigid bodies with conversion to a dynamic body at any point in the sim. Forces -- Custom per body driven by point attributes with feedback from the bullet solver. Contact points (this is isn't shown in the video) I'm reworking this as I need to find a nice way to manage the extra points being pumped out by the solver. There a load of things I want to add, here is a breif list; Add collision shape instancing Add the ability to add / modify constraints at runtime Compound bodies, with breakable glue I'm going to update this post as and when I have the time, if you have any questions then just shout up! Thanks for looking Quote Link to comment Share on other sites More sharing options...
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