tagosaku Posted April 26, 2020 Share Posted April 26, 2020 hi, I have a question about bullet sim's constraint. As a attached picture, I made a Glue constraint between active packed object and animated static packed object. When siming, I expect the bottom box start animating with constraint, like a parant. However, only the top box and one side of constraint point are moving. You might say to just make parent animation in SOP without bullet sim, but eventually I want to attach more fragment objects with soft constraints on the bottom part. I would appreciate for any helps, thanks! Quote Link to comment Share on other sites More sharing options...
anim Posted April 26, 2020 Share Posted April 26, 2020 I assume your constraint geo is animated and therefore by default it's being updated every frame, so you either make sure that Overwrite With Sop checkbox on your constraint network is 1 only on initial frame or make sure your constraint geo is not animated, or maybe there is another issue please atach your hip file next time, it makes things easier, I suppose you'd be happier with fixed hipfile back or direct advice to your particular issue rather than only screenshot claiming it works here is example of a working setup rbd_glue_active_to_aimated.hip Quote Link to comment Share on other sites More sharing options...
tagosaku Posted April 26, 2020 Author Share Posted April 26, 2020 Tomas, thanks for your advice. I don't install h18 yet, but I figured out how to fix by your hip file and comment. I think problem was SOP_solver and constraint_network nodes. It's kinda tricky to work them properly. This time I needed to turn on blur flag on relationship_geometry node in sop solver. I still don't completely understand sop solver node > dop_import node > objectMask parm, and constraintnet work node > relationship tab > constrained objects parm and attach internal constaint to object toggle. Sometimes I need to turn on/off or keep default, or write specific object names, etc. That lacks of fundamentals knowledge caused the problem this time. Quote Link to comment Share on other sites More sharing options...
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