Jump to content
Sign in to follow this  
user0

set fractured RBD activation based on point attribute

Recommended Posts

Hi,

 

    I'm trying to set the activation of pieces in an RBD fractured sim by using an attribute created from the density of a volume in SOPS. But when I run the sim, pieces that aren't supposed to fall fall, and pieces that are supposed to don't. When I look at the initial attribute created through the volume, and the activation values in the DOP data, it appears to be correct, but it doesn't sim properly. I have no idea what to do to get this to work properly  :wacko:. I'd really appreciate any input anyone can give me to help fix this!

  • Like 1

Share this post


Link to post
Share on other sites

Hi User0,

I have attached your hip with problem solved (I think). All I did was

  • make the rbd fractured object (box_object1) DA editable
  • got in and added an expression in the activevalue node that reads the point attribute "density" and use it to drive the activevalue parameter for the object
  • then I deleted all the extra nodes you added downstream just for clarity sake since all what you were trying to acheive with them is already possible in the digital asset that builds the fractured object itself

rbd_activation.hip

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×