rayman Posted December 2, 2014 Share Posted December 2, 2014 It is probably caused by angular velocity as it is transferred to new pieces, but their pivots are not the same as the original one. 1 Quote Link to comment Share on other sites More sharing options...
asmith1776 Posted December 3, 2014 Share Posted December 3, 2014 That was it, thanks. I'm learning a lot from this system. Quote Link to comment Share on other sites More sharing options...
monkibase Posted December 4, 2014 Share Posted December 4, 2014 Great topic! Thanks for the hip files. Made some tests: Hip (you'll need to cache several files first): tabletop_dissolve.hipnc 1 Quote Link to comment Share on other sites More sharing options...
xukca Posted December 9, 2014 Share Posted December 9, 2014 (edited) This is definitely a legendary thread! Hat off! Still, I am not quite sure how would you render exactly such a sim? I mean, with bendable constrain network based on PIN constraints you get a bit too much "flickering" in the sim geo, so your low res prefractured pieces separate "slightly" from each another ( slightly meanining "enough to spot on a render"). I didnt notice this "problem" in the video Boris posted, but for example in the hip from Pavel is a big issue... Any thoughts? edit: actually the scenes with the rebar have also this feature. It looks far better, when you see the iron rebbar, but it kinda is a bit too much for my liking. Edited December 9, 2014 by xukca Quote Link to comment Share on other sites More sharing options...
michaelb-01 Posted December 26, 2014 Share Posted December 26, 2014 Hey Pavel, I tried to recreate this effect myself but ended up your setup pretty much 100%! The pieces are fracturing correctly however the non-shattered pieces seem to be behaving weirdly. If the pieces below fracture the non-shattered pieces stay where they are and don't fall... Could this be something to do with the constraints? Or maybe a naming issue on the pieces? I've attached my file if you could take a quick look? Cheers dynamic_fracturing_v2.hip Quote Link to comment Share on other sites More sharing options...
michaelb-01 Posted December 26, 2014 Share Posted December 26, 2014 I just added a check for distance on the constraints which seems to work... Was this the only thing I was missing? Quote Link to comment Share on other sites More sharing options...
michaelb-01 Posted December 28, 2014 Share Posted December 28, 2014 My scene sort of working now, but there's a couple of issues. It would be great if someone could take a look at my file and see where i'm going wrong?! A few issues i'm having: 1. Some pieces are left isolated and hanging when they should fall since the pieces beneath them have broken 2. I'm struggling to get the fracture at the bottom of the concrete, it seems like the impact isn't propagating as much as in other videos? 3. Often pieces are shattered but then thrown in the wrong direction. It looks like the velocity needs to be transferred from the pieces from one frame earlier.. I briefly looked into keeping velocity from the previous frame and transferring this to the shattered pieces but it didn't work very well. Hopefully someone can help! dynamic_fracturing_v4.hip Quote Link to comment Share on other sites More sharing options...
Popular Post rayman Posted March 30, 2015 Popular Post Share Posted March 30, 2015 Hi all! New version of the setup for H14. The scene is much better organised and optimised. There also some new features which makes this setup actually very useful. Have Fun! DOP_DynamicFracture_H14_v09.hiplc 33 Quote Link to comment Share on other sites More sharing options...
Solitude Posted March 30, 2015 Share Posted March 30, 2015 Nice work man, thanks for the hip file! You rock! Quote Link to comment Share on other sites More sharing options...
Pazuzu Posted March 31, 2015 Share Posted March 31, 2015 Awesome as always Pavel!! Thanks for the *.hip!! Quote Link to comment Share on other sites More sharing options...
argenisfx.td Posted March 31, 2015 Share Posted March 31, 2015 thaaaanks man for the HIP and Niceee work Quote Link to comment Share on other sites More sharing options...
sanostol Posted March 31, 2015 Share Posted March 31, 2015 just incredible good work, and thanks for sharing! Quote Link to comment Share on other sites More sharing options...
Mzigaib Posted March 31, 2015 Share Posted March 31, 2015 Amazing! Thanks for the file dude! Quote Link to comment Share on other sites More sharing options...
Mzigaib Posted March 31, 2015 Share Posted March 31, 2015 Amazing! Thanks for the file dude! Quote Link to comment Share on other sites More sharing options...
sparkChan Posted April 18, 2015 Share Posted April 18, 2015 HIP hi, Pavel. thanks for sharing great examples. but I can't understand why do you use "attribwrangle_to_mid" within constraint_control. in my opinion, it just sets two points to the middle of them. thanks. Quote Link to comment Share on other sites More sharing options...
Follyx Posted June 11, 2015 Share Posted June 11, 2015 (edited) Thank you so much for the file. So many arised questions become slowly but surly a sense, respectively an answer Thank you, Follyx Edited June 11, 2015 by Follyx Quote Link to comment Share on other sites More sharing options...
Dammerung Posted June 23, 2015 Share Posted June 23, 2015 by far this is one of the best threads i've ever come across i learned so much form it Cheers guys Quote Link to comment Share on other sites More sharing options...
prashantcgi Posted July 17, 2015 Share Posted July 17, 2015 Hi all! New version of the setup for H14. The scene is much better organised and optimised. There also some new features which makes this setup actually very useful. Have Fun! Hi Pavel Pehlivanov, This setup is really superb, thank you so much for sharing. I have a small question. I tried adding a external animated collision geometry on this setup. instead of using sop solver for generating the collision boxes. but the autofracture_pieces sop solver is removing the collision geometry on frame 2 of the sim. Any one who has knowledge of this setup please help me. I tried different ways to add external geom but not yet successful. Thanks in Advance, Looking forward for awesome odforce members comment Quote Link to comment Share on other sites More sharing options...
prashantcgi Posted July 17, 2015 Share Posted July 17, 2015 I found a solution a bit of a hack though. Instead of using a new Rbd packed object, i'm adding a collision geom in the same Rbd object and Everything works so smoothly. Please let me know if anyone else given it a try in some other more clean way. Quote Link to comment Share on other sites More sharing options...
tricecold Posted September 1, 2015 Share Posted September 1, 2015 question question; I have a different problem, I simply scale the RBD packed with this Thanks to Tomas Slancik matrix3 trn = primintrinsic(, "transform", @primnum);matrix scalem = maketransform(, , {,,}, {,,}, scale, @P);trn *= matrix3(scalem);setprimintrinsic(, "transform", @primnum, trn); but the collision shape is not updating, even though the guide geometry is scaling . Quote Link to comment Share on other sites More sharing options...
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