Sourabh Posted October 24, 2016 Share Posted October 24, 2016 Hi guys, I just want to ask one quick question. I am using bullet solver and want to count hit value of pieces with collision geomectory. I tried pop collision detect also but its not working on rbd. thanks Quote Link to comment Share on other sites More sharing options...
fuat Posted October 24, 2016 Share Posted October 24, 2016 if you want to use it outside DOPs with an hscript expression, as far as i know the hitnum attribute has no Local Variable Mapping set by default. but maybe a scenefile clarifies things a bit? Quote Link to comment Share on other sites More sharing options...
Sourabh Posted October 24, 2016 Author Share Posted October 24, 2016 Sorry i can't attach scene file. I get hitnum attribute from pop collision detect in DOPs but it not changing value after collision. I want to use that attribute inside DOps in pop wrangle to stop small rbd pieces after couple of bounce. Quote Link to comment Share on other sites More sharing options...
Martin47 Posted October 24, 2016 Share Posted October 24, 2016 you have the accumulate hits toogle turned on ? here is a simple test with particles... pop-collision-detection.hipnc Quote Link to comment Share on other sites More sharing options...
Sourabh Posted October 24, 2016 Author Share Posted October 24, 2016 Thanks Martin for reply and giving me example file. I am facing problem in rbd .Particle are working fine. In RBD hitnum attribute is not changing. It remain zero after collision. Quote Link to comment Share on other sites More sharing options...
Martin47 Posted October 24, 2016 Share Posted October 24, 2016 ok... maybe the "RBD impacts" shelf tool is useful to record the impact sub data. give it a try Quote Link to comment Share on other sites More sharing options...
dannyp95 Posted December 22, 2020 Share Posted December 22, 2020 Did you ever solve this? I'm having the same issue trying to group rbd's in the dopnet after one collision. Works perfectly with particles but not rbd.. Quote Link to comment Share on other sites More sharing options...
luke@lukeconstable.com Posted March 31 Share Posted March 31 I can actually answer this, just had the same problem. all you have to do is in pop collison detect node in your bullet solver, select SOP , target your collider, and then make the 'default particle size' bigger than 0. that was the the thing that was stopping results. Quote Link to comment Share on other sites More sharing options...
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