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bullet RBD, breaking glue constrain setup


ch3

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Hi,

 

I have an object broken with voronoi and I output clusters of the pieces as a constrain network to use for glue in the RDB simulation. I want the clusters that drop past a certain height to lose their glue constraints, so I can create an effect that the pieces are breaking down to smaller pieces.

 

All the examples I've seen on tutorials about breaking glue constraints are with objects that don't move in space, which seems to be an easier case scenario. I still haven't managed to work out a good working method for that. It seems my problem is that I can't bring the simulated geometry back to the geometry solver that is responsible for deleting constraints below my threshold, or I do something wrong with matching the points of the constraint network to the simulated geometry.

 

I put together a simple test file. The goal is to keep the pieces that land on the first step clustered and the ones that fall further down break into the smaller pieces. Right now when one piece travels past the threshold, all of them release.

 

thank you

 

RBD_breaking_glue.hip

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hmmm ok... yeah that works better. I am using findattribval and match_pt, because for some reason in the setup of the actual shot it doesn't take in account the 0 strength glue primitives, which I have to delete prior of using them into the sim , which means the topology doesn't match anymore between the network and the packed primitives.

So I will probable re-visit that problem and see how I can fix it.

 

thank you for pointing this out

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