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rayman

Bend and Break (post) Solver

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hello, thanks for the file Pavel, Im trying to learn from it, may i ask, if anyone knows why convert the P to a vector4 before multiplying with the offset matrix?. it seems to me that the output is the same, whether or not.

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Hey, man!

I'm just used to convert position vectors to vector4 before applying matrix4, just to make sure that vex will compute them as positions instead of rotations - I had some problems in the past with this particular type of multiplication, so now I always do it that way - even it is not needed. I case of @P I think you can always skip it.

 

Cheers!

Pavel

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Hi, all!

 

This is just another setup I assembled recently. It is a post-RBD sim solver designed to smoothly blend broken pieces when break after bending occurs. 

 

 

Check the archive for example setup. There are also some HDAs included, that you may find useful.

 

Have fun!

How we can use it in post-RBD ? 

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I recently opened this up in H15 , im noticing the mesh isnt splitting , and its hard to pinpoint if this is an issue by H15 (no warning or error anywhere)

 

anyone have any ideas?

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This node '/obj/bendsetup/translate_pieces/get_closest_point' should have its second input connected to this node '/obj/bendsetup/translate_pieces/polymatrix_points'

 

Hope this helps

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Fantastic as always....

Do you think its possible to share a file with a fractured wall as in the video? Its a bit hard to setup with not so much experience.

Thats would be great. Thanks in advance.

Follyx

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