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eebling

Creating RBD constraints after frame one based off proximity to surface

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Hi, I have been searching for a solution to this RBD problem for a few days now and can't seem to get this to work fully. I attached a scene file with some descriptions inside to help explain. The basic notion here is to dynamically create spring constraints when some packed rbd cubes get close enough to a collision sphere that is at the origin. 

 I can't seem to get the constraints to work unless they are created/exist on frame one. I create them inside a sopnet in the dopnet and use a sop solver to get them into the constraint network setup. Haven't tried creating constraints like this before so might be totally wrong in this approach. This setup works as long as all constraints are there on frame one, and then in the sop solver I set a high strength if the cube is close enough to the sphere, which semi locks the cube to the contact point on the sphere, which is what I want.

 However if you change the search radius on the wrangle node in the sopnet so that only the closest cubes to the sphere have constraints on frame one, then only those constraints ever evaluate. 

  Any help sorting this out would be appreciated. I couldn't find anything in other posts to help with this. Most posts I saw were about dynamically deleting constraints and not creating them after the sim is going.

 

Thanks


E

 

RBD_CONSTRAINT_TESTING_CLEAN_V2.hip

Edited by eebling
didnt finish typing it.!

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Check this examples

 

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15 minutes ago, fencer said:

Check this examples

 

One of those would probably have the right stuff in the setup. Is there a hip file that comes along with the video somewhere.?

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3 minutes ago, eebling said:

One of those would probably have the right stuff in the setup. Is there a hip file that comes along with the video somewhere.?

Looks like there is a link on his vimeo page. will have to see what's inside.

 

 

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8 minutes ago, eebling said:

Looks like there is a link on his vimeo page. will have to see what's inside.

 

 

Yes there is the hip

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6 minutes ago, fencer said:

Yes there is the hip

Hmm, so far the attached scene file only has the beginning "water" part of the video that is posted, the multiple spheres being launched into the flip fluid. I don't see anything in the file that are the letters or the rbd sticks towards the end of the video. Should have guessed since the scene file was called "water_rbd_tests" that it would be the water part. I'll keep looking.

 

Thanks

 

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1 minute ago, eebling said:

Hmm, so far the attached scene file only has the beginning "water" part of the video that is posted, the multiple spheres being launched into the flip fluid. I don't see anything in the file that are the letters or the rbd sticks towards the end of the video. Should have guessed since the scene file was called "water_rbd_tests" that it would be the water part. I'll keep looking.

 

Thanks

 

Disable fluid and switch, what you need in sopsolver.

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4 minutes ago, fencer said:

Disable fluid and switch, what you need in sopsolver.

Ah  haha, now I'm seeing something that looks like the rbd parts. Lets see what is inside. Plays a whole lot faster too without the flip ;)

 

E

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Also take a look at this post. And all topic is excellent.

 

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9 hours ago, vicvvsh said:

Also take a look at this post. And all topic is excellent.

 

Ah cool, I will have to check it out.

 

Thanks

 

E

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