abanoub Posted March 2, 2016 Share Posted March 2, 2016 i got a hand animated box and i want to make constraint between this box and fractured sphere via glue or hard constraints , the idea is the sphere should follow the box until some force or collision object break some constraints and the free pieces fall down while the rest follow the box EX: the plane and big pieces are hand animated and the small pieces are constrainted and moveing accordingly Quote Link to comment Share on other sites More sharing options...
DennisSchmidt Posted March 3, 2016 Share Posted March 3, 2016 To create the constraints between the two objects scatter a large amount of points on the both surfaces and create a name for A and B. Merge those two and do the standard connect adjacent pieces sop. You should see only points in the connection area. Play a bit with the search radius. Now transfer the original name of the objects back to the constraintpoints. Now you should have working constraints for the connection between your fractured sphere and the box(only the touching pieces).I'm not quite shure about hard constraints breaking by force but glue definitely only breaks upon impact.Hope it helps.Dennis Quote Link to comment Share on other sites More sharing options...
abanoub Posted March 5, 2016 Author Share Posted March 5, 2016 thanks Dennis for the reply but the issue is how to make object "A"(active) sticks to object "B"(animated is sops) by the constraints until some impact happens constraint anim to dops.hip Quote Link to comment Share on other sites More sharing options...
anim Posted March 5, 2016 Share Posted March 5, 2016 if you can animate your objects after packed, so that you can use Animated Static Objects option in RBD Packed and don't animate your constraints in SOPs constraint_anim_to_dops_fix.hip 1 Quote Link to comment Share on other sites More sharing options...
abanoub Posted March 6, 2016 Author Share Posted March 6, 2016 thanks Tomas , its a good tip but what if the animation is done before the packed or (most scenarios) imported from Maya as alembic ? Quote Link to comment Share on other sites More sharing options...
anim Posted March 6, 2016 Share Posted March 6, 2016 I'd imagine in most scenarios the plane geometry imported from maya would still have transform on each packed alembic object so it should work with no problems I'd try to avoid unnecessarily interpreting objects as deforming unless they really deform Quote Link to comment Share on other sites More sharing options...
abanoub Posted March 6, 2016 Author Share Posted March 6, 2016 OK that's make sense , and it works now , Thanks Quote Link to comment Share on other sites More sharing options...
ZeitG Posted October 20, 2016 Share Posted October 20, 2016 Hey guys. A has download an exapmle of Tomas, it's good. But what if my starting frame does not equals to 1. So I had changed my Simulation Start frame to different frame and in constraint network / overwrite with SOP does not change value to 0 at second / third etc sim frame. And I get in my sim something like a "double transformation" by constraints. How to cure it? Many Thanks! Quote Link to comment Share on other sites More sharing options...
magicU Posted October 17, 2017 Share Posted October 17, 2017 Ha! After spending two days fighting with Houdini to make this work, then giving up this afternoon & doing it all with Maya's ncloth it's heartening to see this isn't actually too difficult to get working after all. Now do I go back to Houdini in the morning? hahaha Thanks Tomas Quote Link to comment Share on other sites More sharing options...
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