MadMax50 Posted December 16, 2018 Share Posted December 16, 2018 hey everyone my brain is spinning a little on this one. I am trying to understand how to control the active attribute for my rbd pieces. when I use an if statement to activate the pieces like this: if(@Frame>10){ i@active=1; } else{ i@active=0; } It works perfectly ...BUT if I were to animate a simple attribute transfer of the same active attribute then it will stay static !! Someone please enlighten me on this I can't find anything in the help . I will show you my scene . Thank you ! attrib_transfer_vs_if_statement_active.hipnc Quote Link to comment Share on other sites More sharing options...
hall Posted December 16, 2018 Share Posted December 16, 2018 I don't know why attribute transfer isn't working as expected. Because you are overwriting the geometry on each frame using active attrib. Anyway, I'm attaching a hipfile with similar approach, but instead attrib transfer animated, it will transfer from a bunch of points from a box animated. I hope it helps! bullet_active_overtime.hip Quote Link to comment Share on other sites More sharing options...
hall Posted December 16, 2018 Share Posted December 16, 2018 Hey Maze! I got it. Just update the attribcreate1 for integer type, you're using float. This will fix it! Quote Link to comment Share on other sites More sharing options...
MadMax50 Posted December 17, 2018 Author Share Posted December 17, 2018 Thats it!! I can't believe such a small detail would break it. Thanks Hickstein ! 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.