osmanertasdiken Posted July 8, 2020 Share Posted July 8, 2020 Hi, I'm working on a scene where there is an object floating and rotating in space and it has to start breaking constraints at frame 1020 and continue breaking gradually until frame 1100. I have tried creating a sop solver inside the Houdini 18's new rbdbullet solver, but I couldn't get it to work I believe it's due to the constraint solver that is connected to post rbd sim. How can I break the glue constraints gradually within a frame range? Quote Link to comment Share on other sites More sharing options...
tamagochy Posted July 8, 2020 Share Posted July 8, 2020 (edited) float f = fit(@Frame,1020,1060,0,1); if(rand(@primnum)<f) removeprim(0,@primnum,1); Use it on your constraints Edited July 8, 2020 by tamagochy Quote Link to comment Share on other sites More sharing options...
osmanertasdiken Posted July 8, 2020 Author Share Posted July 8, 2020 3 minutes ago, tamagochy said: float f = fit(@Frame,1020,1060,0,1); if(rand(@primnum)<f) removeprim(0,@primnum,1); Use it on your constraints Thank you for your reply, I am creating the constraints rbdmaterialfracture sop, then feeding into the rbdbulletsolver, if I put this code in breaking threshold tab on the dopnetwork it doesn't work, I also tried feeding the attribute wrangle in between fracture and dop still not working. Where am I supposed to use this expression? Quote Link to comment Share on other sites More sharing options...
tamagochy Posted July 8, 2020 Share Posted July 8, 2020 You should apply it in sop solver connected to constraint network. Quote Link to comment Share on other sites More sharing options...
Noobini Posted July 9, 2020 Share Posted July 9, 2020 non vex remote breaker, well yes, there is vex usage but it's a preset so really no effort on user's part. vu_RemoteBreaker.hiplc Quote Link to comment Share on other sites More sharing options...
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