eslib Posted November 5, 2020 Share Posted November 5, 2020 (edited) I set up a scene with crates that I want to get destroyed by a flip sim. figured out that I had to put a attribwrangle with i@bullet_sleeping = 1; so that RBD stays in place until the FLIP collides. The problem is now that with a little hit of flip to a group of crate the push activates all of them to break. I am a noob, but found that there is a threshold to control the amount of impact to activate the RBD. I just dont know which one of these it is and how to apply it to wrangler. bullet_angular_sleep_threshold bullet_ignore bullet_linear_sleep_threshold Documentation found here : https://www.sidefx.com/docs/houdini17.5/nodes/dop/rbdpackedobject.html Here is the original failed vid: https://www.dropbox.com/s/dl8ze5rv4vf6gse/Test.mp4?dl=0 Here is current failed test vid: https://www.dropbox.com/s/sa4sumxfqpqmdhq/Flud Test2.mp4?dl=0 Edited November 5, 2020 by eslib Added video ref Quote Link to comment Share on other sites More sharing options...
nuki Posted November 6, 2020 Share Posted November 6, 2020 (edited) If you are using constraints, i@bullet_sleeping will be enabled only if all constrained fragments are eligible to go to sleep. If a single fragment of a cluster is woken up again, every connected fragment wakes up too. Not sure if the propagation rate of the constraints has an effect here. For freezing parts of a sim initially its more straightforward to set the i@active attribute. The sleeping thresholds can be set up on the rbdpackedobject: Bullet Data -> Linear/Angular Threshold Edited November 7, 2020 by nuki Quote Link to comment Share on other sites More sharing options...
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