locvio Posted March 14, 2015 Share Posted March 14, 2015 Need to do what RBD Keyframe Active does.. (apply transforms of animated geometry, and also allow to key active on or off), but would like to do that per-piece, ideally with i@active variable, or SOP-driven activation signal setup. An example would be a pre-shattered box moving through space with various pieces falling off based on a signal.. (would be awesome if there's an example which works with animation in a bgeo sequence...). thanks a lot, Alex Quote Link to comment Share on other sites More sharing options...
pbarua Posted March 14, 2015 Share Posted March 14, 2015 Create active attribute by spreading color over time on geometry. Black on inactive and red on red. Then in DOPs using sopsolver dop set active value for pieces. Quote Link to comment Share on other sites More sharing options...
pbarua Posted March 14, 2015 Share Posted March 14, 2015 Check these: http://forums.odforce.net/topic/12172-fracture-animating-object/ http://forums.odforce.net/topic/19114-set-activevalue-in-a-packed-object/ Quote Link to comment Share on other sites More sharing options...
pbarua Posted March 14, 2015 Share Posted March 14, 2015 Some example are here: http://www.sidefx.com/docs/houdini14.0/nodes/dop/rbdpackedobject#examples Quote Link to comment Share on other sites More sharing options...
pbarua Posted March 14, 2015 Share Posted March 14, 2015 More examples: http://forums.odforce.net/topic/8983-ground-fracture-problem/ http://forums.odforce.net/topic/19529-how-to-fix-a-fractured-rbd-object-to-the-ground/ http://forums.odforce.net/topic/14638-workflow-question-activating-rbd-objects-over-time/ Quote Link to comment Share on other sites More sharing options...
cwhite Posted March 14, 2015 Share Posted March 14, 2015 Some example are here: http://www.sidefx.com/docs/houdini14.0/nodes/dop/rbdpackedobject#examples In particular, the 'AnimatedObjects' example demonstrates exactly what it sounds like you're trying to do. Quote Link to comment Share on other sites More sharing options...
locvio Posted March 15, 2015 Author Share Posted March 15, 2015 thanks! looks like in H14 this has been solved and packaged nicely, based on that 'animated objects' example. Now just need to figure out how to stick shattered geo onto bgeo sequence of same stuff unshattered and should be good. One of the examples seems to suggest a third party tool for this, wonder if you guys have houdini-native ideas. tried with parenting shattered geo to an extractTransform node which computes my transform(based on one frame of incoming geo, and the animated incoming geo), but doesnt look right... Quote Link to comment Share on other sites More sharing options...
locvio Posted March 15, 2015 Author Share Posted March 15, 2015 Got it working with a bgeo sequence. Simmilar to "AnimatedOjbects" example, but on the transform node where they have keyframe animation, used "origin" expression to bring in transforms which get computed by an extractTransform node. NOTE.. curious thing, "Break" shelf tool seems to be broken in 14.. error: 'connected' is an invalid keyword argument for this function. works in 13, and the Break node itself works fine. Quote Link to comment Share on other sites More sharing options...
edward Posted March 18, 2015 Share Posted March 18, 2015 Please submit a bug if you haven't already. Quote Link to comment Share on other sites More sharing options...
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