derjcmp Posted April 10, 2017 Share Posted April 10, 2017 Hi guys, how would you go about isolating the fractured pieces in an rbd sim. just the ones that move basicly. I've tried doing a group via the length of velocity. But its flickery and doesnt do the trick Quote Link to comment Share on other sites More sharing options...
rbowden Posted April 10, 2017 Share Posted April 10, 2017 Here is a simple setup that deletes the points based on the active attribute. isolate_active_RB.hip Quote Link to comment Share on other sites More sharing options...
derjcmp Posted April 10, 2017 Author Share Posted April 10, 2017 Thank you for the file! I think I expressed myself wrong here :/ I have all my pieces glued together and with an active attribute set to 1. I have a ball that colides with it lets say and breaks the glue. What I want to do is delete the pieces where the glue breaks. Quote Link to comment Share on other sites More sharing options...
woodenduck Posted April 10, 2017 Share Posted April 10, 2017 Set a rest attribute before you sim. Then compare this to P post sim. Delete pieces that differ. 1 Quote Link to comment Share on other sites More sharing options...
derjcmp Posted April 11, 2017 Author Share Posted April 11, 2017 10 hours ago, woodenduck said: Set a rest attribute before you sim. Then compare this to P post sim. Delete pieces that differ. Thanks! That worked! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.