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Contained RBD (H13)


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Hi all. Have been exitedly diving into H13 - especially tinkering with the finite solver and packed primitives. I thought a quick test to familiarise myself with the new tools would be to recreate this grey scale gorilla (C4D) tutorial:

http://greyscalegorilla.com/blog/tutorials/how-to-build-a-softbody-glass-mesh-with-dynamics-in-cinema-4d/

The new finite solver is epic, really quick and super easy to do softbodies now. I am at a bit of a stumbling block on how to contain the packed primitives within the larger deforming soft bodies though. I have attached my hip file of the scene so far.

My main plan of attack was to run the finite solver in one dop network to produce the soft bodies; Import the sim back into sops; Reverse the faces of the large soft bodies and then send them to another dop network for the inner balls to be simmed; In this second dop network I imported the soft bodies in as deforming static objects with thickness. For some reason though none of the packed primitives (bullet) are being contained within the softbodies.

Any suggestions on how to get this to work properly?

Cheers!

GSG_Balls_01.hipnc

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The thickness parameter isn't used by the Bullet solver - try changing the collision shape from Convex Hull to Concave on the Bullet Data tab. That will cause the Bullet Solver to construct a collision shape from the faces of the objects (instead of taking the convex hull of their points) and will use the face normals.

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@cwhite: Thanks for the tip! I made the changes was still having some issues where the inside objects were 'bleeding' out. I needed to turn up the number of sub-steps on the second DOP net as the deforming static objects were moving too fast for the rest of the simulation. Works like a treat now!

It also seems that with the Concave method that there is no need to reverse the normals of the bounding object!

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