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How to scale/deform/morph objects during rbd simulation?


Pancho

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In my case it's packed geometry in a bullet sim. I need to scale/deform/morph the inital objects during the simulation. Currently it's just one objects replicated in a copy node, but it might be several in the future.

An animated transform node before the copy or after the rest node don't make a difference. How is this achieved?

 

Cheers

Tom

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Well, you would have to unpack them first. Then try your animation node. But remember, once you animate them they become deforming geometry at the collision level so you have to enable that on the collision node.

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Thanks for the hint, but I'm not succeeding. Transformations scale the objects, but not in the sim. To new to sims, that I could tell what's wrong or how to do it.

Would be great if somebody could take a look.

"Use deforming geometry" on the collision tab of the outer collision object didn't make a difference. At least in this non working state.

Cheers

Tom

bullet_01_b_005_web.hiplc

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Do you want to scale the initial objects as a whole or each bullet piece scales individually? I could be misunderstanding what you are wanting to do but, here is a file with what I think you are asking? I put your transform inside a for each to scale each piece and changed the initial object type in on your rbdpackedobject1 to Create Deforming Active Objects.

 

bullet_01_b_005_web_RB.hiplc

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Thanks so much, Ryan, for taking a look and correcting the scene. The "Create Deforming Active Objects" seems to be the magical piece which missed. I'm a bit stunned so about the network, since the scaling is taking place before the rest node. That's a bit confusing since the sim is running and within the sim the rest get's set over and over again. So any kind of morphing or other deformations would also take place in this way and not in the dop network, right?!

 

Cheers and thanks again

Tom

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