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SOP GEO - FIELD FORCE - BULLET


chrisdunham95

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Hey guys,

working on a destruction peice and wanting to take the velocity from my charachter and put it into my bullet sim - So decided to try and use a sop geometry node to bring in the calculated velocity (from a trail and fluid source) - which is working perfect. But my sop force doesnt update each frame, its static - ive tried changing the expression from $T to $F and other things, not sure if its a limitation or if im doing something wrong? i will attatch a file but will be missing the geo but atleast you guys can see the setup 

Any help would be great! Thanks :)

Destruction_v3_t2.hip

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Your Dragon.abc was not included so I can't conduct a full test of your problem. But try changing the drop down next to Time to Set Always, instead of Use Default. This means the value in the time field will be fetched every frame and not just at the start of the simulation.

Untitled-1.jpg

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10 minutes ago, Atom said:

Your Dragon.abc was not included so I can't conduct a full test of your problem. But try changing the drop down next to Time to Set Always, instead of Use Default. This means the value in the time field will be fetched every frame and not just at the start of the simulation.

Untitled-1.jpg

ahhh fantastic thanks alot atom appreciated!:) 

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So sadly, that did allow it to update each frame but seemed to be having no affect on the sim at all - so turned it off for now to fix my constraints - which arent deactivating correctly for some reason, so if anyone has any ideas take a look at the file and i will provide the collision dragon too! :)

 

 

4 hours ago, Atom said:

 

Destruction_v3_t4.hip

dragon_base2.abc

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I have been playing around with this one. I think one of the problems with your Dragon.abc asset is that it contains actual rig nubs curves controllers which are in contact with the roof of the house at all times. This might be what is causing the constraint system to re-glue every frame.

I simplified the scene into a single glue network so I could test some things out. Once I removed the dragon RIG elements, I was left with the deforming/flying mesh which does intersect with the house nicely. However, this reveals that the tail actually needs to be animated a bit better. It contacts the house roof first and causes an unwanted chain reaction.

I have not figured out how to reduce the velocity the dragon contact makes with the house. I have a Trail sop dropped down but the scale seems to have no effect. Overall I can't find the strength knob for the entire simulation. It might be close if everything just didn't explode.

dragon_smash.gif

ap_Destruction_v4_t4.hiplc

Edited by Atom
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I got some help from Solitude on Discord. The reason the Glue bonds re-appear every frame is because that is the constraint network default. Select your WOOD constraint network and on the Data Options tab change the purple Overwrite with SOP right-click and choose Delete Channels. This will leave you with a value of 1 which means import glue bonds every time the frame changes.

Untitled-1.jpg

Install the following code into the field.

$F==1

This will cause the Glue bonds to only be imported on frame #1. This way when the bonds are broken they are not fetched back in every time the frame changes. You will need to make this change to all the various constraint networks in your scene (i.e. WOOD, BRICKS, BASE etc..)

Once I did this you original scene started working for me.

dragon_smash.gif

ap_Destruction_v5_t4.hiplc

Edited by Atom
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