rakson Posted November 5, 2013 Share Posted November 5, 2013 (edited) Hi, Are there any native attributes that can be used as multipliers for stiffnes and damping in Finite Element simulation ijust like it was in h12.5 cloth? there is no info about it in help (btw help in h13 isnt too good) about them but amybe they exist... Edited November 5, 2013 by rakson Quote Link to comment Share on other sites More sharing options...
TomRaynor Posted November 13, 2013 Share Posted November 13, 2013 I have been wondering the same thing. How can you control the target stiffness using per point attributes? If there are any attributes that can do this, I can't seem to find them in the help... Quote Link to comment Share on other sites More sharing options...
Sierra62 Posted November 13, 2013 Share Posted November 13, 2013 Stiffness parameters: Primitive, float attributes: shellstretchstiffness, shellshearstiffness, shellweakbendstiffness, shellstrongbendstiffness, solidstretchstiffness, solidshearstiffness, solidvolumestiffness damping Parameters: primitive, float attributes: shellstretchdamping, shellsheardamping, shellweakbenddamping, shellstrongbenddamping, solidstretchdamping, solidsheardamping, solidvolumedamping Quote Link to comment Share on other sites More sharing options...
Sierra62 Posted November 13, 2013 Share Posted November 13, 2013 here is the full list Stiffness parameters: Primitive, float attributes: shellstretchstiffness, shellshearstiffness, shellweakbendstiffness, shellstrongbendstiffness, solidstretchstiffness, solidshearstiffness, solidvolumestiffness damping Parameters: primitive, float attributes: shellstretchdamping, shellsheardamping, shellweakbenddamping, shellstrongbenddamping, solidstretchdamping, solidsheardamping, solidvolumedamping Surface Mass Density: Primitive Float: surfacemassdensity Volume Mass Density Primitive Float volumeemassdensity Seam Angle: primitive float seamangle fracturepart: Primitive Integer Partitions the object into unbreakable parts. Fracture Threshold: Vertex Float fracturethreshold Rest position Point or Vertex Vector rest initial rest positions Point or Vertex Vector restinitial Target position Point or Vertex Vector targetP Target velocity Point or Vertex Vector targetv Target Stiffness Point Float targetstiffness Target Geometry Point Float targetdamping hard constraint to 'targetP' and 'targetv' Point Float pintoanimation External force applied to each point Point Vector force or fexternal Point Float Animates each point that has value > 0.5 Point Float pintoanimation 1 Quote Link to comment Share on other sites More sharing options...
TomRaynor Posted November 13, 2013 Share Posted November 13, 2013 Works great, thanks! Quote Link to comment Share on other sites More sharing options...
Sierra62 Posted November 13, 2013 Share Posted November 13, 2013 glad to help. Quote Link to comment Share on other sites More sharing options...
rakson Posted November 18, 2013 Author Share Posted November 18, 2013 Great, thanks:) Quote Link to comment Share on other sites More sharing options...
Doum Posted November 21, 2013 Share Posted November 21, 2013 Hey, Am I the only one who have to use a sop solver and a finite solver plugged in a multisolver to get my targetP and targetv updated everyframe? It's the same for pintoanimation attribute. Isn't it supposed to be the point of these attributes, to be updated at every frame of the simulation? Maybe I'm doing something wrong... btw my animation and simulation doesn't start at frame one, so maybe it can cause the problem. I didn't had time to try it at frame 1 yet. Thanks Quote Link to comment Share on other sites More sharing options...
rakson Posted December 2, 2013 Author Share Posted December 2, 2013 Another problem, if i will create attribute and promote it to permitive before tetrahedralize some of primitives got multipliers value set as 0 is this correct? Quote Link to comment Share on other sites More sharing options...
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