n4vdeep Posted December 14, 2016 Share Posted December 14, 2016 Hey odforce talent I need help trying to figure out how to make an object crumble while leaving it where it is, in other words... I take the pig head test geo, transform it in Y say 2 or 3 units and then connect up scatter, voronoi etc, the usual nodes to start a destruction sim. I then click on the RBD Glue Object from the Rigid Bodies shelf to create the glue network in DOPS but on pressing play the pig head just drops and hits the ground and breaks (looks good but not the effect I am after) I want the pig head to stay suspended in mid air and its fractures to crumble and hit the ground..... How can this be achieved? Any help you guys can give me would be great Thanks Nav Quote Link to comment Share on other sites More sharing options...
jeffymphilip02 Posted December 15, 2016 Share Posted December 15, 2016 You could try animating the active parameter in sops and override in the dop. For example - Use a sphere - an attrib transfer to transfer color - and based on color - set @active to 1 - pass that to dops(there should be an attribute override on the rbd object node). Quote Link to comment Share on other sites More sharing options...
Sepu Posted December 15, 2016 Share Posted December 15, 2016 in DOPs you could use a SOP Solver and inside add an attribute wrangle and put this @active=0; if(@ptnum < @Frame) { @active=1; } Quote Link to comment Share on other sites More sharing options...
n4vdeep Posted December 15, 2016 Author Share Posted December 15, 2016 Hey guys, thank you for your suggestion, I have tried both with 50 50 results, I'm probably doing it wrong in all likelihood. Wondering if someone can take a look at my scene file? I have added some notes in the scene to give an idea of how I was trying to do this. Sorry if this is not helpful, just want to understand how to make this effect work.... Thanks Nav pighead_crumble_test.hipnc Quote Link to comment Share on other sites More sharing options...
Sepu Posted December 15, 2016 Share Posted December 15, 2016 (edited) Here you go You did have a typo in the code, isnt @frame is @Frame pighead_crumble_test_v02.hipnc Edited December 15, 2016 by Sepu Quote Link to comment Share on other sites More sharing options...
n4vdeep Posted December 15, 2016 Author Share Posted December 15, 2016 wow you are quick. Thanks for spotting the typo, If I had not made the typo would this have worked? Just trying to understand if I was on the right track? I noticed you've also added a attributevop into the sop solver and connected up some vex nodes inside of that, I don't fully understand that part? Sorry if I am asking too much... Quote Link to comment Share on other sites More sharing options...
Sepu Posted December 15, 2016 Share Posted December 15, 2016 (edited) the AttrVOP is the doing the same as the wrangle they both do the same, just two different options. And yes it should work out if you just the @Frame in your file, the file that I posted is the same I just delete a bunch of stuff that you do not need Edited December 15, 2016 by Sepu Quote Link to comment Share on other sites More sharing options...
n4vdeep Posted December 15, 2016 Author Share Posted December 15, 2016 Ahh OK that's why it looks similar. Thank You man this is a big help. I will study what you've done here to better understand it. Quote Link to comment Share on other sites More sharing options...
n4vdeep Posted December 15, 2016 Author Share Posted December 15, 2016 Ahh OK that's why it looks similar. Thank You man this is a big help. I will study what you've done here to better understand it. Quote Link to comment Share on other sites More sharing options...
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