AshwinFX Posted April 28, 2019 Share Posted April 28, 2019 Hi Guys, Need help I am getting this absurd rotation for the pieces. I don't understand whats getting wrong in here. Below is the file in attachments. Can anyone please help me in resolving the problem. RigidSim_v005.hip Quote Link to comment Share on other sites More sharing options...
Andrea Posted April 28, 2019 Share Posted April 28, 2019 Hi! If you mean the initial rotation that the pieces get from the metaball force is because you need to invert it. Put it to -800 for example and the pieces will fly outwards normally Quote Link to comment Share on other sites More sharing options...
AshwinFX Posted April 29, 2019 Author Share Posted April 29, 2019 Hi Andrea, Thanks for the reply. My mistake I should have mentioned problem more preciously. The absurd rotation are getting after transferring the primintrinsic values from cached sim pieces to instanced pieces. I believe it related to primintrinsic pivot values in pointwrangle2 , but not able to figure out whats the issue and how to solve it. RigidSim_v005.hip Quote Link to comment Share on other sites More sharing options...
Andrea Posted April 29, 2019 Share Posted April 29, 2019 This is happening because the number of "packed disk primitives" between the two branches that are going into the last point wrangle aren't equal. In the wrangle you are using for example: matrix3 transform = primintrinsic(1, "transform", @ptnum); This is assuming that the number of objects between the two inputs are the same. If not, is going to take the transform (rotation), pivot and position of the wrong paired piece. Your error is that you are starting to save the pieces in the node "filecache2" from the frame number 1, meanwhile it should start from the frame number 0. That's the reason why I like to use the function findattribval, which pairs the pieces by their name and not by their number. Quote Link to comment Share on other sites More sharing options...
AshwinFX Posted April 30, 2019 Author Share Posted April 30, 2019 Got your point buddy. Thanks a lot, will check on to make this correct and working. Thanks for the help Pal. Quote Link to comment Share on other sites More sharing options...
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