coclea Posted April 30, 2015 Share Posted April 30, 2015 I would like my rigid bodies to become active depending on their distance to the origin. I tried several things: a RBD Keyframe active with an expression in the active value like: dopoption($DOPNET, $OBJID, "Geometry", "P")< 0.1*$F I have tried packed geometry, a sop solver with a wrangler attribute like in "Houdini 13 Master Classes Bullet" but I don't get the expected result: the last pieces emitted are very slow. I would rather have it working with RBDFracturedObject rather than rbdPackedObjet for export reason. How shall I do? Quote Link to comment Share on other sites More sharing options...
Rio.Dominia Posted May 2, 2015 Share Posted May 2, 2015 better post ur file Quote Link to comment Share on other sites More sharing options...
coclea Posted May 4, 2015 Author Share Posted May 4, 2015 I thought I had attached it already Quote Link to comment Share on other sites More sharing options...
coclea Posted May 4, 2015 Author Share Posted May 4, 2015 Done this time!! question.hip Quote Link to comment Share on other sites More sharing options...
BOON Posted May 7, 2015 Share Posted May 7, 2015 You just need to put your "i@active = value;" expression in a popwrangle instead of sop solver. Here's where I posted an example, just in case... http://forums.odforce.net/topic/22601-help-with-packed-primitives-emission-sop-solver-strange-behaviour/ Quote Link to comment Share on other sites More sharing options...
coclea Posted July 31, 2015 Author Share Posted July 31, 2015 thanks I found it. Quote Link to comment Share on other sites More sharing options...
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