lyansart Posted November 21, 2019 Share Posted November 21, 2019 hello guys, pretty sure it's a silly question but atm can't wrap my head around it. I have a rbd cache of a wall destruction. now, i would like to constraint other objects on it (window frame) but having it on another simulation. What It's happening atm is that my constraint stay in place and don't stay attached to the the different wall pieces when they are imported in the new sim as a Deforming static object. Any hints on how to make it work / what i am doing wrong? thanks! Quote Link to comment Share on other sites More sharing options...
anim Posted November 21, 2019 Share Posted November 21, 2019 (edited) use another rbdpacked object (for your animated pieces from previous sim) and set it to Animated Static instead of using Static Object you can also control this behavior using point attributes if you want to import all pieces using single rbdpacked object Edited November 21, 2019 by anim Quote Link to comment Share on other sites More sharing options...
lyansart Posted November 28, 2019 Author Share Posted November 28, 2019 On 11/21/2019 at 6:11 PM, anim said: use another rbdpacked object (for your animated pieces from previous sim) and set it to Animated Static instead of using Static Object you can also control this behavior using point attributes if you want to import all pieces using single rbdpacked object Hey Tomas, thanks for taking time to answer, Importing the object in DOP works fine, what doesnt work is updating the constraints by being attached to this moving object. They seem to be 'frozen' on the first frame object.. Quote Link to comment Share on other sites More sharing options...
anim Posted November 29, 2019 Share Posted November 29, 2019 my point was that by using deforming geometry the transform of the object is not updating, just the geometry, therefore the constraints, that are moved by object transform will not update unless you are attaching the constraints directly to object's points so either attach them to the points if your geometry is truly deforming, or use transforming (animated) rbds Quote Link to comment Share on other sites More sharing options...
wreath Posted November 30, 2019 Share Posted November 30, 2019 If you are using "glue" type constraints between a cached animated rbd object and an active rbd objects thats the problem, you can't use "Glue" try using hard or soft constraints with some basic dialing hard can act like glue good luck! Quote Link to comment Share on other sites More sharing options...
anim Posted December 1, 2019 Share Posted December 1, 2019 glue should work too Quote Link to comment Share on other sites More sharing options...
lyansart Posted December 2, 2019 Author Share Posted December 2, 2019 gotcha, thanks guys! Quote Link to comment Share on other sites More sharing options...
lyansart Posted December 3, 2019 Author Share Posted December 3, 2019 On 1/12/2019 at 4:24 PM, anim said: glue should work too does it? It doesn't seem to keep it attached neither with glue or with a hard constraint.. Does anyone have had this issue? This my example: (Considering that where i have the simulated rubber toy i have indeed a cache - so i cannot simulate everything together) seems so easy and still I can't seem to make it work.. test_constraint_01.hipnc Quote Link to comment Share on other sites More sharing options...
wreath Posted December 3, 2019 Share Posted December 3, 2019 Here I made the basic setup, I believe this is what you are after. Red wall simulated as "Layer 1" then sent to "Layer 2" sim as animated static object and active sphere objects are attached to it. Something important; Always set the constraints between "active" -" animated static objects" breakable otherwise solver will be confused and may cause erratic behaviour as it will be stuck between unmoveable animated objects and unbreakable constraints. Hope this helps Constraints.mov Animated_To_Active_Constraints_Yigit.hip 1 Quote Link to comment Share on other sites More sharing options...
lyansart Posted December 9, 2019 Author Share Posted December 9, 2019 Thanks Yigit! I see this is working because your object is animated static obj.. What if it was deforming? Whole new story? Quote Link to comment Share on other sites More sharing options...
anim Posted December 9, 2019 Share Posted December 9, 2019 (edited) 12 hours ago, lyansart said: Thanks Yigit! I see this is working because your object is animated static obj.. What if it was deforming? Whole new story? with deforming you need to attach to geo points (@anchor_type and @anchor_id) instead of just an object however you don't need to have your object set to deforming, transforming packed objects count as animated geo, so just don't unpack your original packed rbd geo for use in the new sim Edited December 9, 2019 by anim Quote Link to comment Share on other sites More sharing options...
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