Mexxgen 0 Posted November 8, 2020 Hello friendly helpers, to make it short and maybe a bit more easy to understand what my question is - a few screenshots. I tried it self coded which works well with a grid. Deforming a box works fine with a ripple solver. When i put a box into the sin-wave wrangle - the box deforms completely to the x-achsis... I want to have a box of spheres, which behave like a sin wave over the whole box. The farest where i get my head is to have the spheres sitting on the x-achsis. But i need them as a box of spheres. It would also be nice if the spheres would collide between each other. I thought of doing this with vellum grains which worked actually pretty well, but in the end i got problems with forces. Is there any way to do this with vector force or velocity volumes? Or has my code the potential to fix it fast? ^^ Have a wonderful sunday btw Share this post Link to post Share on other sites
Librarian 574 Posted November 8, 2020 Use transform Pieces Sop or Post Your Scene So someone Gonna Help Share this post Link to post Share on other sites
Mexxgen 0 Posted November 9, 2020 (edited) Hello Tesan, first of all - i am a big fan of ur instagram, following for almost a year! ^^ I really dont know how the transform pieces sop works o.O I will try to get into the transform pieces way.. anyway here is my current scenefile. The red folders mark the spot where i think i need help. thanks! VEX02_WavesOnSurface.hip Edited November 9, 2020 by Mexxgen Share this post Link to post Share on other sites
Librarian 574 Posted November 9, 2020 Thanx! Maybe It Helps! You have some Solution Principle of How Transform pieces works so .. Try investigate Have FUn. First 14 Frames TransINCItron.hiplc Share this post Link to post Share on other sites
Mexxgen 0 Posted November 10, 2020 Okay! Thank you! I experimented a bit with the transform pieces method. I think the assemble node was also good to set up When i setup the transform pieces sop i get more distance between the y distances on each sphere.. how? I simply put my wrangles rest position inside the third input of the transform pieces sop.. The ripple solver does a good job while transforming the box of spheres. But if i want to have collission - the spheres start to overlap at a decent amount of height of the waves.. How could i fix this? I tried to wire the sin wave transformation at the beginning of a vellum solver and also at the end, as constraints.. and anywhere else. Is there a clean method to achieve a sin wave on a box of spheres with collision (or only no overlaps)? Share this post Link to post Share on other sites
Librarian 574 Posted November 10, 2020 (edited) Use TrickS From this Topic or you can Use This and this FOrce in Grains @Mexxgen Edited November 10, 2020 by Librarian Share this post Link to post Share on other sites