Jump to content
Sign in to follow this  
MadMax50

bullet solver h18 problem

Recommended Posts

Hello,

I am trying to get the deforming attribute to work in the new sop level bullet solver.

I am simply writing this in a wrangle after my packed pieces and plugging it in.

i@deforming = 1;
i@active = 0;

if(@Frame>10){
    i@deforming=0;
    i@active=1;
}

 

When I hit play, my pieces start going crazy after frame 10. 

I tested this out in a normal dopnet and it works fine.

It seems like there is something going on with the sop level bullet solver that im missing. Has anyone had this issue?

I will attach my scene file for anyone that wants to take a look

Thank you

rbd_h18_deforming.hipnc

Share this post


Link to post
Share on other sites

shouldn't your timeshift be 1 ? right now it's doing jack.

but anyway, rbdbulletsolver SOP seems to be working for me....same as DOP

Indie 18.0.348

Edited by Noobini

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×