magneto Posted April 8, 2015 Share Posted April 8, 2015 Hi, I have some packed primitives created from Voronoi Fracture. I animate these points in DOPs using the new POPs. Everything works but after that how can I get the packed primitives move and rotate like the particles? I tried using Transform Pieces but as soon as the animation starts, the pieces jump in orientation. The particles only have v, not orient, or other things that can be used. Should I be making a transformation matrix myself? I would appreciate any workflow ideas. Thanks Quote Link to comment Share on other sites More sharing options...
pbarua Posted April 8, 2015 Share Posted April 8, 2015 (edited) Create unique attribute for all point in SOPs. Then in DOPs based on that attribute vary rotation. Checkout these threads: http://forums.odforc...packed-objects/ http://forums.odforc...and-bullet-sim/ Edited April 8, 2015 by Pradeep Barua Quote Link to comment Share on other sites More sharing options...
magneto Posted April 8, 2015 Author Share Posted April 8, 2015 Thanks, I am not using bullet though. My network only has pop nodes: So I end up with just points flying around so they only have v, not orient like bullet provides. Should I be using DOP Import to transform my packed geometry pieces? Quote Link to comment Share on other sites More sharing options...
pbarua Posted April 8, 2015 Share Posted April 8, 2015 Check attached file. Note: It really hard to avoid penetration so there is no harm in using bullet with rbdpackedobject. copy_packedprim_on_pop.hip 1 Quote Link to comment Share on other sites More sharing options...
pbarua Posted April 8, 2015 Share Posted April 8, 2015 Here is example and comparison of solving this using popsolver and bulletsolver. copy_packedprim_on_pop.hip 1 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted April 10, 2015 Author Share Posted April 10, 2015 Thanks Pradeep, I tried the first example but the pieces do not rotate only move with the particles. Also it's blasting and copying each piece whereas I want to directly move each piece using the corresponding particle without copy stamping. The second example is good, but I am just wondering if there is a way to transform the geometries using only particles the way I want. I thought it would be simple but seems to be tricky to transform packed primitives afterwards. 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.