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RBD and its sleeping properties


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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.





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 by eslib
Added video ref
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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 by nuki
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