ParticleSkull Posted November 21, 2015 Share Posted November 21, 2015 (edited) Hey guys,Is it possible to make one of the RBD objects ignore one of the Static objects in my scene?Thx,Alvaro Edited November 21, 2015 by ParticleSkull Quote Link to comment Share on other sites More sharing options...
Atom Posted November 21, 2015 Share Posted November 21, 2015 (edited) You could put a switch on it and switch to an Empty Object when you want to ignore it. Edited November 21, 2015 by Atom 1 Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted November 21, 2015 Author Share Posted November 21, 2015 Hey Atom,In fact I can't switch it 'cos it have to keep colliding with other stuff. Check it out:The bubbles have to collide with the FLIP but can't collide with the pan.The pan also have to collide with the FLIP but can't collide with the bubbles. Quote Link to comment Share on other sites More sharing options...
7ofDiamonds Posted November 21, 2015 Share Posted November 21, 2015 You could try to play with the Affector Relationship to No Change in your Merge nodes in your DOPNET. Not sure how you would make it affect only one object. Maybe multiple merges? Someone else might have a better solution... Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted November 21, 2015 Author Share Posted November 21, 2015 Thx Kevin, it almost worked hehe. Whatever, I've just asked in case it was very simple. I'll try a different approach now.Thx guys./Alvaro Quote Link to comment Share on other sites More sharing options...
rayman Posted November 23, 2015 Share Posted November 23, 2015 You can do several things to achieve the result that you want. It depends on the situation but in your case I think it is very simple. Add another merge after staticsolver and rigidbodysolver before merge1. Put both static and rbd into this new node. Set its affector relationship to No Change. This means that both objects wont collide with each other. Connect this new merge to merge1 (make sure that only merge2 and flipsolver are connected to merge1) and leave it as is. Now both objects will collide with flip (actually flip will collide with them, but they won't collide to each other). Another way achieve it is to remove staticsolver and merge all your objects into rigidbody solver. Set proper active state, then uncheck Make Object Mutual Affectors on rigidbodysolver. Also if you use only packed objects you can use their 'collisiongroup' and 'collisionignore' attributes to set their collisions. And also there is a python way, which I don't recommend, but it also works. Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted November 23, 2015 Author Share Posted November 23, 2015 Genius. I don't have access to Houdini right now but i'll give it a try asap. Can't see why it wouldn't work though Thx Pavel, /Alvaro Quote Link to comment Share on other sites More sharing options...
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