Jump to content

Slowing down an animation with an object that tears into 2 parts

Recommended Posts


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?


Edited by anbt

Share this post

Link to post
Share on other sites

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.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now