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Bullet sim blows up with targetw/spinresist


Skybar

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I'm trying to set 'targetw' and 'spinresist' on my pieces in a bullet sim. It works fine if I just use a box, but as soon as I fracture the box the sim suddenly blows up and the pieces go to position "NaN". Am I missing something or is this a bug? Has anyone seen this before?

Scene showing the problem: bulletBlowsUp.hip

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On 8/24/2018 at 8:53 PM, anim said:

happens quite often, I personally try to avoid pop drag with bullet for that reason and use something along these lines

https://www.sidefx.com/forum/topic/57357/#post-256852

Hey, yeah, the problem is that I don't use it as a drag per se. I'm trying to rotate my pieces to align with an SDF (essentially using the SDF gradient as a reference 'up'). It worked quite well calculating a targetw to make it rotate to that position, and then spinresist for how strongly to match that given rotation. Well that is except the fractured stuff blows up :). Do you know of a better way to accomplish this? Like give it a vector and hey you should align with this. Maybe I could try setting 'w' directly.

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