polvy 17 Posted April 7, 2017 Hi there! I'm afraid I forgot something simple here, because there is no way I can transfer shatter to a moving object (in this case a walking biped ). I know that best way is to shatter before apply movement but in this case I'm working on an Alembic file so there is no option here. I attach a simplified version of my problem, hope you guys can solve it, thanks! dynamicShatterTransfer.hip Share this post Link to post Share on other sites
vtrvtr 90 Posted April 7, 2017 Check the hip dynamicShatterTransfer.hip Share this post Link to post Share on other sites
polvy 17 Posted April 7, 2017 (edited) I was afraid that the solution was this because I find it terribly slow,I suppose I'll have to send fractured geometry to Maya, re-animate and save the Alembic again with the animation of the shattered character...(sorry for bad english). Thank you so much anyway Edited April 7, 2017 by polvy Share this post Link to post Share on other sites
vtrvtr 90 Posted April 7, 2017 I didn't do it in the hip I shared, but if you go to the cloth capture sop and reduce the radius, it becomes basically real time. As long it's a simple fracture is shouldn't be a problem Share this post Link to post Share on other sites
polvy 17 Posted April 7, 2017 44 minutes ago, vtrvtr said: I didn't do it in the hip I shared, but if you go to the cloth capture sop and reduce the radius, it becomes basically real time. As long it's a simple fracture is shouldn't be a problem I'll try it, thanks! Share this post Link to post Share on other sites
Guest tar Posted April 7, 2017 also if you can get pointdeform to work it's much faster than clothcapture/deform setups. Share this post Link to post Share on other sites
3dome 136 Posted April 7, 2017 another way (but fracturing will be calculated every frame) dm_dynamicShatterTransfer.hip Share this post Link to post Share on other sites
polvy 17 Posted April 7, 2017 2 hours ago, marty said: also if you can get pointdeform to work it's much faster than clothcapture/deform setups. I tried already, fixes the problem but not 100% accurate. Share this post Link to post Share on other sites
polvy 17 Posted April 7, 2017 1 hour ago, 3dome said: another way (but fracturing will be calculated every frame) dm_dynamicShatterTransfer.hip Wow! Solved! But i'm wondering how "animStore" expression keeps and transfers moving points to shattered geometry so efficiently. I've never seen anything like this before, very clever. Share this post Link to post Share on other sites