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Hello! I want my pig heads repeat animation way  from low res to high res  each time after  next copy of pig head appeared, from start to end for   all next come copies, not like on this movie,   but  i fell with this task, help!!!

 

 

 

pig_reduce.hipnc

BGEO.rar

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Hello,

if turn off "Use Deforming Geometry" parameter of RBD Object DOP, you get that effect what you are looking for, isn't it?

Edited by vicvvsh

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Не, не то получается, я наверно не корректно  изложил мысль , если обратить внимание на самую первую копию головы в кадре ,она начинается с маленького осколка и заканчивает свой путь на полу  хайрезной моделью. Мне нужно что бы каждая последующая копия начиналась с маленького осколка и заканчивалась хайрезной моделью взаимодействуя с другими копиями при падении , вот эту логику не пойму как реализовать..

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OK, I understand now, I suppose). Like this?

pighead_01.gif.d0c01ab0e957a6c4bce1e9ad9a29ea4a.gif

I've used bullet solver with RBD Packed Object DOP instead of RBD Object DOP, but i don't know if it suits you though.

pig_reduce_01.hipnc

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Yes, that is what i am looking for!! Many thanks!!:D but  main magic, as i see, going on  not in dopnet,
can you  litle explain your way ?

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When we set Initial Object Type parameter of RBD Packed Object DOP to Create Deforming Active Object it is looking to source SOP node each timestep and if source geometry is changing it is changing in DOP Network also. Therefore on frames when objects are creating in DOP we have to have only that geometry in SOP at this certain frame, but all others geometries for created already objects at remaining frames. Only thing we have to do is implement this in SOP. I made some copies of cached geometry, timeshifted these copies into for-each loop and deleted copies when it necessary at certain time.

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