Jump to content

Deforming object - transform pieces


Tazio

Recommended Posts

Hi,

This is my first post, I think :)
I have baked animation of the object. Fracured and than as packed geo, send to DOP.

My problem - why transform pieces follow only part of simulation from dopimport?

It breaks apart, but it does not go up before fracture.

Why? If someone can help me.

Thanks

Edited by Tazio
Link to comment
Share on other sites

Hi thank you for file,and sorry for late respond, but I just moved in to new apartament,

and for now dont have internet. I will check this file in home.

I noticed that transform pieces dont work properly with deforming objects,

and I need this option or other way to drive pieces with points. I will check the file today and will let you know tomorrow. Thanks again for help.

Link to comment
Share on other sites

Hi, I worked a bit with your file. I like what you did with restoring the pivot. Good trick that I have to learn. But this does not solve my problem. My problem is after simulation. In transform pieces, points dont drive the pieces properly. They start to do it at the moment when deforming attribute is off, or active attribute is on, or when the orient attribute start to work. I'm not sure. I found that orient attribute is zero until deforming att is on. Does anyone know how to do it?

CubeTest_001_1_trasP.hipnc

Link to comment
Share on other sites

Nobody knows the reason? Maybe someone knows workaround?

Or I do it something wrong? Basicly I need animated object get to DOP

and use points from simulation to drive pieces. For know it does not work for me.

I have spent 3 days looking for right solution.

Link to comment
Share on other sites

the reason is simple:

- your source pieces are deforming

- dopnet will freeze deformation as soon as i@deforming is 0

- however in sops the deformation is not frozen, therefore is causing another offset from simulated points

 

as a solution you may do one of the following

- if you can make sure that your source pieces stop deforming in the exact frame as you switch i@deforming to 0 and use them as source for sim as well as Transform Pieces ,then you are fine

- or you can use foreach or chops to freeze pieces based on the i@deforming from sim points before sending them to Transform Pieces

Edited by anim
  • Like 1
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...