anbt Posted March 24, 2021 Share Posted March 24, 2021 (edited) Hello, I have a velum sim where my object tears and split into 2 parts. I would like to slow down the animation. The problem is that when I re-sim with an adjusted scale time (on the dop parameter), my animation behaves differently. The motion is different. It is slower but the behaviour is different. I would like to keep the exact same behaviour/mption, just slower. I tried with the retime sop, it does what I wanted at first, but as soon as it reaches the moment where the tear happens, there is a glitch/artefact occurring due to I suppose a clash between a slower time and the same amount of substeps. Any way to get around that without re-siming at a lower speed? Thanks Edited March 24, 2021 by anbt Quote Link to comment Share on other sites More sharing options...
underscoreus Posted March 24, 2021 Share Posted March 24, 2021 Look into the "retime" node. As long as the point count stays the same it should work out of the box. If it changes you'll need to set up id/name attributes for your points and primitives. Quote Link to comment Share on other sites More sharing options...
anbt Posted March 24, 2021 Author Share Posted March 24, 2021 the point count changes. Ok, I'll try what you said. Thanks Quote Link to comment Share on other sites More sharing options...
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