logix1390 Posted October 11, 2018 Share Posted October 11, 2018 Hello, I have a bit of an interesting problem with my simple bullet simulation. I added custom velocity to my fractured pieces which basically explodes them outwards in dops. I got it to work perfectly , even with a glue constraint. Now when I make half of my pieces active and the other half non-active, then NOTHING explodes in dops. It just stays still. I figured out that if I disable my glue constraint , then it works. Why is the glue constraint interfering with the active attribute? This is driving me up the wall. My goal is to explode half of the wall with the custom velocity and constraints I created. I will attach my scene for anyone that wants to take a look. Thank you constraint_network_active_attribute.hipnc Quote Link to comment Share on other sites More sharing options...
tamagochy Posted October 11, 2018 Share Posted October 11, 2018 glue constraint doesn't work with forces and velocities, U can use hard or cone twist for it or manually delete glue bonds. Quote Link to comment Share on other sites More sharing options...
Graeme Posted October 11, 2018 Share Posted October 11, 2018 you could sidestep the problem by adding this code to a wrangle before your constraint output int pt = findattribval(1, "point", "name", s@name); int a = point(1, "active", pt); if(a == 1){ removepoint(0, @ptnum); } Feed the output of make_half_active into the second input Quote Link to comment Share on other sites More sharing options...
vicvvsh Posted October 12, 2018 Share Posted October 12, 2018 (edited) If one half of wall is not active it is not necessary make constraints for this. You could achieve your goal by making constraints only for the active part. constraint_network_active_attribute_01.hipnc Edited October 12, 2018 by vicvvsh Quote Link to comment Share on other sites More sharing options...
logix1390 Posted October 13, 2018 Author Share Posted October 13, 2018 Hi, thank you guys for the responses. @tamagochy Don't glue constraints work with forces and velocities? What are the glue constraint looking for in order for it to break ? @Graeme & @vicvvsh Thank you . This worked perfectly. However, even though I understand that physically removing the constraints will work, I don't understand why I have to do that.... When everything is 100% active , it will explode the way it should with the constraints....but if only 50% is active the constraints will not explode.... Why do the glue constraints not respect the velocity when given a certain area to be active?? Quote Link to comment Share on other sites More sharing options...
Graeme Posted October 14, 2018 Share Posted October 14, 2018 It explodes when they are 100% active because within the first frame or timestep your object is colliding with the ground and breaking the constraints. Turn off visibility on the rbd packed obj and you should see what your constraints are doing. Then look at the geo spreadsheet for the constraint geo (prims) you will see some usefull info Quote Link to comment Share on other sites More sharing options...
logix1390 Posted October 15, 2018 Author Share Posted October 15, 2018 @Graeme Thank you for the response Ok so from what I understand is that the constraints break on impact with the floor even if it is very very slight. It creates an impact attribute which is also multiplied by the velocity set on the packed pieces (which i am not sure why it would do that but ok..) Is there a way to set a custom impact attribute in sops so that it will override the impact attribute automatically created in dops ? Thank you for the help ! Quote Link to comment Share on other sites More sharing options...
tamagochy Posted October 15, 2018 Share Posted October 15, 2018 There are a lot of way of working with glue. First one it use impact object and its basic way. Second one its delete glue manually in dop using some attributes or distance to another obj or something else. I never heard about adding custom impact attribute because its internal bullet attribute and easy to use different approaches. Quote Link to comment Share on other sites More sharing options...
nAgApAvAn Posted November 14, 2018 Share Posted November 14, 2018 (edited) solved go through both obj setups active_attribute_pavan_solved_v_0.2.hipnc Edited November 15, 2018 by nAgApAvAn spelling corrections Quote Link to comment Share on other sites More sharing options...
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