catchyid Posted October 18, 2020 Share Posted October 18, 2020 Hi, I want to do something simple, yet not sure how? I have 4 columns, 1 window --> my goal: 1-break columns, cluster column pieces (combine pieces), create constraints in columns given the new clusters --> done 2- break window --> done 3-cluster window pieces --> problem: "cluster" node works universally, cannot say cluster only window? Any solution? 4-create constraint between window pieces --> done 5-create constraint between walls and windows --> problem: i don't find a way to attach windows to walls? this is the most important thing here? without constraining windows to walls, windows will fall once simulation start as they are not glued to any thing? Question 5 is the most important one if someone has some ideas (am sure it should easy), plz let me know PS. hip file attached.... Cheers constraints_question.hip Quote Link to comment Share on other sites More sharing options...
Noobini Posted October 18, 2020 Share Posted October 18, 2020 (edited) maybe ahem...'break' it down to separate steps? - do wall connectors - do glass connectors - then do wall glass connectors pay attention to group names at each step...and connectors names vu_constraints_question.hipnc Edited October 18, 2020 by Noobini 1 Quote Link to comment Share on other sites More sharing options...
berk_erdag Posted October 19, 2020 Share Posted October 19, 2020 3- would love to find a solution for that too. However all I can say for this one is to set Cluster Type to Group Constraint inside the rbd cluster SOP which in my opinion gives you more control. 5- for this one you need to use rbd constraints from rules and set group1 and group2 to your pieces. Here connection type might give you different results based on what you want to achieve. Quote Link to comment Share on other sites More sharing options...
catchyid Posted October 19, 2020 Author Share Posted October 19, 2020 I have not got time to look at details, but just looking at the constraints network (fully connected!) makes me feel like WOW Thanks, I need to look in details to learn more, but for now thaaaaaaaaaaaaanks for your help Quote Link to comment Share on other sites More sharing options...
catchyid Posted October 22, 2020 Author Share Posted October 22, 2020 Another related Question: I have a bridge made of cement and brick wall --> the brick wall has maaaaany disconnected bricks so the logical thing to do here is to create a proxy mesh (e.g. vdb from poly, back to one big mesh) and use it for sim, HOWEVER, I am thinking: what is the best way to animated bricks based one proxy mesh? one idea is point deform? another idea is using primitive intrinsic transform but I am afraid that would be tricky as any slight error in math would produce wrong result (e.g. not using pivots, using full transform vs transform etc.)? I am looking for the simplest, bullet proof method Quote Link to comment Share on other sites More sharing options...
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