Jump to content
Sign in to follow this  
MadMax50

RBD- attribute transfer vs if statement

Recommended Posts

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

Share this post


Link to post
Share on other sites

I don't know why attribute transfer isn't working as expected. Because you are overwriting the geometry on each frame using active attrib. :blink:

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

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×