Brahman Posted April 25, 2019 Share Posted April 25, 2019 (edited) Hi there, I am working on my final bullet destruction project for school and I was wondering if there was a way to constrain window glass, for example, to already cached pieces. I am trying to do layered destruction, where I first do the concrete layer then read those into a glass simulation where the glass is constrained to and collides with the concrete cache, and so on. I was told it was possible to do this as follows: "You can unpack pieces of your original sim near your windows and then use a Point Deform SOP to bind your packed window pieces to them! As usual, set them to i@active = 0 and i@animated = 1 until you're ready to have their own secondary simulation take them over. You can add all of your preliminary simulation in as a collider too in the same manner" The problem is I am not that familiar with the Point Deform SOP and don't know where to start with it. I have Googled around and haven't found much regarding this topic. I had previous experience with Thinking Particles and this method using cached layers was common. Thanks in advance for any insights. I have attached my hip file in case you want to take a look. Thanks D layered_destruction.hiplc Edited April 25, 2019 by Brahman forgot I posted here once before Quote Link to comment Share on other sites More sharing options...
Ryan Posted May 5, 2019 Share Posted May 5, 2019 Here is my attempt. I am using a TransformPiecesSOP to transform the glass shards. Then using those transformed shards in a new dopnet. Hope this helps. layered_destruction_fix.hiplc Quote Link to comment Share on other sites More sharing options...
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