jonas.borgman Posted November 6, 2015 Share Posted November 6, 2015 Hey, i need to export animated objects via FBX after simulating them with rbd. And one pickle i came across was that if i have all my pieces of debris all split up and all of them has one joint each put at the point of the packed primitive. But as soon as the dop node kicks in (since it doesn't start on frame 0), the center of the objects gets moved. I guess this has to do with the "Compute center of mass" Can i force the center of mass to be the previous point position, and just not move it around? It seems as though if i simply uncheck the tickbox all objects jumps down to origo, and i cant get any variables to work in the "pivot" attributes. Or is there another way to pre calculate it to have the same position on the chunks before the dop node? Quote Link to comment Share on other sites More sharing options...
anim Posted November 6, 2015 Share Posted November 6, 2015 not sure which version you are using, but this may be related Tuesday, October 13, 2015 Houdini 14.0.485: Added an option to the RBD Packed Object DOP (enabled by default) to initialize the pivot with the packed primitive's point position. This is a more sensible initial state for the object, and makes initial angular velocities work as expected for typical workflows. Quote Link to comment Share on other sites More sharing options...
jonas.borgman Posted November 6, 2015 Author Share Posted November 6, 2015 Yay!!! that was it Was using both houdini 14 and 15, both with older builds though. Just tried the new build out for 14, and it worked like a charm! Thanks for the pointer! Quote Link to comment Share on other sites More sharing options...
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