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Bullet: packed object sim


Juzwa

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Hi, 

 

I had a pretty long break from H and I'm not sure what I'm not remembering well.

 

I've fractured my geometry with voronoi. I've named all my pieces properly. Than I pack them. In dopnet I use rbdpacked object sop to load them and bullet solver.

 

But my object is loaded as one, not respecting the pieces at all. I mean I checked the "Create COnvex Hull per Set of COnnected Primitives" and I can see in collision shapes that each piece is separate. But they do not collide with each other and behave as one objects

 

 

 

What am I missing here?

Edited by Juzwa
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If you are using the RBD Packed Object DOP and you get a single piece, check to see that in fact you have actual packed fragment primitives for each chunk and not one massive packed fragment object.

 

The packs have to be packed fragment primitive types, not regular packed primitives. There is a big difference between the two.

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If you are using the RBD Packed Object DOP and you get a single piece, check to see that in fact you have actual packed fragment primitives for each chunk and not one massive packed fragment object.

 

The packs have to be packed fragment primitive types, not regular packed primitives. There is a big difference between the two.

 

Hm... okey thats strange. 

 

So I packed all objects in foreach loop and indeed this is working.

 

So what is actually the point of packing objects if you need to do this for each piece? Right now I have only about 100 pieces, but if I had 10k for a destructions scene? 

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you don't need to loop it yourself

just provide name attribute to Pack SOP and it will create packed prim per unique name attrib

or even better use Assemble SOP after fracturing to do it for you, just check Create Packed Geometry

Edited by anim
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