WildayHeart Posted September 18, 2017 Share Posted September 18, 2017 Hello people, pardon me, i know this must seem super basic but somehow my RBD-Sim does not work properly. I wanted to have a sphere affect a a simple prefractured box. To avoid having the box fall down upon itself i selected a few bottom pieces and set them as "i@active = 0;" But in the sim - now nothing reacts to my sphere. I have double checked and the active shows up correctly in the spreadsheet in the sim. Since this is hard to explain i have attached the file. I hope someone can take a look. It is a very basic setup. I guess this is some weird bug or i am missing something super obvious (sorry, still new to RBDs) All the best! rbd_active.hiplc Quote Link to comment Share on other sites More sharing options...
nikola014 Posted September 18, 2017 Share Posted September 18, 2017 rbd_active_reply.hiplc Quote Link to comment Share on other sites More sharing options...
nikola014 Posted September 18, 2017 Share Posted September 18, 2017 maybe something like this Quote Link to comment Share on other sites More sharing options...
WildayHeart Posted September 18, 2017 Author Share Posted September 18, 2017 (edited) Hi - thanks for the quick answer! Somehow i cannot download the file hen clicking on it. Error code: 2S328/1 Edited September 18, 2017 by WildayHeart Quote Link to comment Share on other sites More sharing options...
nikola014 Posted September 18, 2017 Share Posted September 18, 2017 Hm i see ,for some reason i can't upload the file Quote Link to comment Share on other sites More sharing options...
WildayHeart Posted September 18, 2017 Author Share Posted September 18, 2017 Was there something wrong with the way i set up active/inactive? Quote Link to comment Share on other sites More sharing options...
Sepu Posted September 18, 2017 Share Posted September 18, 2017 Here is another version if you want to have a look, using a metaball as a force to explode, look inside the Sop Solver in DOPs to see the set up, you can also play with the strength of the force in SOPs. rbd_active_FIX.hipnc Quote Link to comment Share on other sites More sharing options...
WildayHeart Posted September 18, 2017 Author Share Posted September 18, 2017 Hi sepu! Thanks for posting - this looks nice! I just looked at the file. So the active/inactive works in this layout... does that mean that there was something wrong with the "RBD Object" in my setup? Its not like i want to use "RBD Object" but i still would like to know what i did wrong or if it is some sort of bug. All the best! Quote Link to comment Share on other sites More sharing options...
Follyx Posted September 19, 2017 Share Posted September 19, 2017 (edited) and another possibility. Dark and dirty RND. Deactivate the pyrosim at the beginning. Examine each node carefully and try to find out the dependencies among themselves. Very important is a sopsolver in your constraint network wich handles the active/broken inactive constraints. There are a lot of ways how to deal with it. I think the attached file is a pretty old and basic one. Nevertheless its interesting to examine and see an other approach. But of course its better to fix the wall with active/inactive chunks as in Sepus file... Try to implement the active/inactive stuff into this file. RBD_shot_the_wall.hip wall.hip Edited September 19, 2017 by Follyx 1 Quote Link to comment Share on other sites More sharing options...
WildayHeart Posted September 19, 2017 Author Share Posted September 19, 2017 Hi Follyx, wow thats looks cool actually! Will download for sure. Can anyone verify if something was wrong with my initial setup? I really wanna find out about my active/inactive issue.. Quote Link to comment Share on other sites More sharing options...
Follyx Posted September 19, 2017 Share Posted September 19, 2017 (edited) as I wrote: you are missing the sop solver in your constraint network... within the sopsolver you could manage a lot of stuff how your constraints behave. I.e. an explosion: you coul define an inner area where the velocity is much higher at the beginning of your explosion. Chunks will be faster. And an outer area where the chunks have a smaller velocity. All course all adjustable. Define two ore more sets of constraints for the same object. Or defining for the maximum way of travel for the pieces... and and and... Edited September 19, 2017 by Follyx Quote Link to comment Share on other sites More sharing options...
WildayHeart Posted September 19, 2017 Author Share Posted September 19, 2017 Thanks so much! Quote Link to comment Share on other sites More sharing options...
Follyx Posted September 19, 2017 Share Posted September 19, 2017 (edited) And dont forget: my example above is not state of the art in fixing the constraints via an holder. But the inner mechanism of the whole constraints world is, for me, more understandable. And as I wrote above too, its more paractical to use the approach from sepu... Edited September 19, 2017 by Follyx Quote Link to comment Share on other sites More sharing options...
Follyx Posted September 19, 2017 Share Posted September 19, 2017 Btw. there are a lot of tutorials out there. i.e. Sidefx Houdini Masterclass 13 Bullet. 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.