-HEAVY- Posted September 12, 2014 Share Posted September 12, 2014 hey =]I am trying to use directional forces for my fractured packed objects, so i have used magnet force cause I can put in some moving geometry. but my magnet force is ever radial and I have read that it could be directional to but I cant find it.. at the moment I am only searching for up direction as initial velocity for this impact point. I know it shouldnt be that complicated but I think I have a mental blackout at the moment...# cheerz de Heavy Quote Link to comment Share on other sites More sharing options...
physco Posted September 13, 2014 Share Posted September 13, 2014 just check this link 1 Quote Link to comment Share on other sites More sharing options...
-HEAVY- Posted September 14, 2014 Author Share Posted September 14, 2014 Yeah. This is a nice tool, but i am on a learning path, so if you could not provide me with some file i can look at, it's not a help at the moment. Maybe I should be more clear. I have an impact location in sop level and for now I am using metaball magnetforce to feed this position in to the dop net. But this is only radial. How can I use the sop level location in dops to drive maybe a fan force or smth.. Quote Link to comment Share on other sites More sharing options...
physco Posted September 15, 2014 Share Posted September 15, 2014 upload your file so i can fix it for you............ Quote Link to comment Share on other sites More sharing options...
Rainroom Posted September 16, 2014 Share Posted September 16, 2014 You can assign some initial velocity to the fractured parts before they get packed and set "inheritvelocity" attribute in DOPs to 1 only on the frame where the piece(s) becomes active using a sopsolver. 1 Quote Link to comment Share on other sites More sharing options...
-HEAVY- Posted September 17, 2014 Author Share Posted September 17, 2014 ok physco here is the file - if you want to show me the way, please provide me with some small info what you changed and why. so i can Experiment with it. and Rainroom, can you give me some mre Information? i think it should be a point Attribute, right and how should i call it? what when i have no active value ? - at the moment active is only used to hold the ground in place and i break glue bonds based on Color and force push them around. cheerz de Heavy HancockEffect.hipnc Quote Link to comment Share on other sites More sharing options...
physco Posted September 18, 2014 Share Posted September 18, 2014 Insted of using metaball use your packed object points and create"velocity" attributes on it and add that attibute in dop velocity using sop solver.. Quote Link to comment Share on other sites More sharing options...
-HEAVY- Posted September 23, 2014 Author Share Posted September 23, 2014 ok i bypassed the Metaball - created a v Attribute on SOP Level after packing the prims - put a sop solver in DOP Network and set Instanceous Point Velocitys on dop_geometry node.. now everything is exploding - what did i missed? Quote Link to comment Share on other sites More sharing options...
physco Posted September 24, 2014 Share Posted September 24, 2014 1.After rbd packed use add sop and keep only points make them black color.Just for better visualisation 2.use your animated point to transfer red color to thoes point specify region of attribute also use blend width to blur attr 3.store that attr ("velamp")so you'll get 1 to 0 value on packed points 4.Make a group of that points "xyz group" 5.make another attr ("inside")of value 1 only on "xyz group" 6.copy paste attr ("inside") and offset that by -1 frame. 7.now create new attr behind first attr("inside") name it as "active" 8.substract $INSIDE - point("../your offseted attr node",$PT,"inside",0) in active attr node 9.you'll get active points which are adding to your "xyz_group" at that frame only. if group them using $ACTIVE you'll see the points inside group are for 1 frame only 10. use vopsop and substract your animated point "P" from globle poistion of packed points ("visualise this to get better idea of vector directaion"). 11. multiply substract value with "active" and "velamp" attr and plug them into velocity. 12.Now used this velocity inside DOP and using sop solver add this "velocity" to global velocity and plug into vleocity output. You can use your technique to do this ... idea is, velocity on points is only active for 1 frame so it will blow yor chunk and after that "gravity" will control the motion of your chunks. 1 Quote Link to comment Share on other sites More sharing options...
-HEAVY- Posted September 24, 2014 Author Share Posted September 24, 2014 thx. sounds good , will implement that as soon as i get back to my workstation Quote Link to comment Share on other sites More sharing options...
Rainroom Posted September 29, 2014 Share Posted September 29, 2014 Yes, all of them are point attributes and they will by default be present in the packed primitives in DOPs. Check the details view in DOPs. By default your "active" attribute will be set to 1 and "inheritvelocity" will be set to 0. You can change their values at will inside a sopsolver in DOPs. Quote Link to comment Share on other sites More sharing options...
physco Posted September 29, 2014 Share Posted September 29, 2014 In my method it just a name its not related to DOPS " active" value Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.