Jump to content

bullet simulation driven by deforming static object workflow


dchow1992

Recommended Posts

Hi all,

beginner here.

so basically I am working on a destruction shot of a helicopter crashing into a house. 

 

The helicopter was animated in maya and brought into houdini as an alembic file. 

 

Currently I have it packed and brought into the sim as a deforming static object. 

 

I think my issue has to do with how to approach constraining geometry during the simulation..right now I have glue constraints between my geometry but no control

on like how aggressively it reacts to the helicopter. In the hip file the geometry lasts for a few frames and then it all flies away. Is there a better way to work regarding

bullet sims driven by animated objects?

 

thanks for looking,

David

 

EDIT* well, I turned down the half life in the glue constraint to a very small number and now it seems a bit better, not sure why or how it worked though

bullet_example.zip

Edited by dchow1992
Link to comment
Share on other sites

thanks Rio that looks really good,

 

in the connect adjacent pieces did you just delete everything above connect nearest points? and is adding a start frame to the overwrite with SOP flag in the constraint networks better than just setting it to 0?

 

I have a hunch that the glue constraints were freaking out by themselves because they only break on collisions or something like that

Edited by dchow1992
Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...