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Destruction of previously animated object


MAYA_

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Heya Houdini guys, 

I am doing some destruction and I was given some animation of an object flipping around. Now I wanna destroy that object, wherever it hits the ground. I have done quite a bit of destruction but I have not really been faced with a situation where the object I am destroying is animated and I am wondering about workflows. I can't really change the animation so somehow I have to get this into DOPs.

I have fractured the geo in the origin and build my constraints there and then moved it back into animation position but that's where I get a bit lost. I was thinking I could pick a piece that isn't breaking or deforming, bring it in as a static object with animation and constrain everything to this, but I guess this is limiting in a way. Also I guess unless this is quite a big piece, its hard to keep the animation very much the same. 

What are your workflows for this?

Thanks! :)

EDIT: I just realised this should be in FX but I am not sure how to move or delete it. Sorry about this!

Edited by MAYA_
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Heya!

Great thread but turns out this didn't actually solve my issues! I have constraints with my object and I am really struggling to get the constraints not to explode when activating my pieces. I read there might be issues with glue but I am using soft constraints. Without constraints, I can get this to work fine :)

Any chance someone can help?

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Probebly your constraints not lining up with your pieces. On the first frame of your sim (or at the frame you import your constraints).
Try having your pieces at origo on the first frame (with active = 0 and animated = 1), then move them to the animated position and use a sop solver to to make the desired pieces active.
 

Edited by kvaletet
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Here's a quick example moving an animated object to the origin, fracture it, create constraints, then move it back to original animation position.In sim we can take advantage of active and animated attributes to have the pieces start at the origin with (active = 0, animated = 1) and lining the pieces up with the constraints when the constraints are imported into the sim, then move the pieces to animated object position and turning the desired pieces active (active = 1).
Kinda quick and dirty, but it works. Constraints are not effing atleast. 
Don't let the guide of the constraint in the constraintnetwork fool ya.

rigids_animated_constraints_at_origo.zip

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On 6/5/2019 at 8:47 PM, kvaletet said:

Here's a quick example moving an animated object to the origin, fracture it, create constraints, then move it back to original animation position.In sim we can take advantage of active and animated attributes to have the pieces start at the origin with (active = 0, animated = 1) and lining the pieces up with the constraints when the constraints are imported into the sim, then move the pieces to animated object position and turning the desired pieces active (active = 1).
Kinda quick and dirty, but it works. Constraints are not effing atleast. 
Don't let the guide of the constraint in the constraintnetwork fool ya.

rigids_animated_constraints_at_origo.zip

Hi kvaletet!

Oh wow, thank you so much! This is great I really really appreciate the effort! :) This helped me out so much, it was exacly what you said, my constraints weren't lining up properly.

Sorry about the slightly late reply, I had a really busy week. 

Thanks again!!

Edited by MAYA_
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23 hours ago, MAYA_ said:

Hi kvaletet!

Oh wow, thank you so much! This is great I really really appreciate the effort! :) This helped me out so much, it was exacly what you said, my constraints weren't lining up properly.

Sorry about the slightly late reply, I had a really busy week. 

Thanks again!!

That's great!
I'm happy I could help you out :)

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