Masoud Posted March 17, 2022 Share Posted March 17, 2022 (edited) Hello, In an RBD simulation, I would like to control the transform/rotation of the elements, to stop them from moving forever. The fractures travel too far away..! I tried to use the "Drag" node, but it's hard to achieve the right value in its parameters! So what's the best solution to fix it? Actually, I want to achieve a falling behavior like what they made in this TVC: Thanks for helping. RBD Limiting Drag_02.hip Edited March 17, 2022 by Masoud Quote Link to comment Share on other sites More sharing options...
Atom Posted March 17, 2022 Share Posted March 17, 2022 (edited) Try throwing a SOPSolver on the post solve. After the impact frame, scale velocity down. if(@Frame>18){ v@v *= 0.1; } Edited March 17, 2022 by Atom Quote Link to comment Share on other sites More sharing options...
Masoud Posted March 18, 2022 Author Share Posted March 18, 2022 Hi Atom, Thanks for the reply. I think it does not look natural. I don't want to reduce the velocity of all parts at a time. The fractures must continue their motion (Transform/Rotation) at a normal speed (after they collide with the ground). Then each part's velocity has to be decreased in a short time based on their mass... Quote Link to comment Share on other sites More sharing options...
Librarian Posted March 18, 2022 Share Posted March 18, 2022 @Masoud Glue constraint strength and in Solver Sop "distance" Play with that .Have Fun. Control.hiplc Quote Link to comment Share on other sites More sharing options...
Masoud Posted March 18, 2022 Author Share Posted March 18, 2022 Hi Tesan, Thank you for the reply. You know, I don't want to modify the Glue constraints and "distance" factor. They just control the power of keeping fractures together and so on... I would like to limit whatever makes them moving/rotating that much. Quote Link to comment Share on other sites More sharing options...
Librarian Posted March 18, 2022 Share Posted March 18, 2022 (edited) @Masoud play with this interiordetail... interier detail.hipnc Edited March 18, 2022 by Librarian Quote Link to comment Share on other sites More sharing options...
Masoud Posted March 18, 2022 Author Share Posted March 18, 2022 Hi Tesan, The " Interiordetail" is just an SOP (I mean its a post solve operator). At first, I need to simulate the scene as I explained... Quote Link to comment Share on other sites More sharing options...
Librarian Posted March 18, 2022 Share Posted March 18, 2022 @Masoud check this ex from nick regarding sleeping and rest and from sidfx you have some more https://nicholas-taylor.com/assorted-bullet https://www.sidefx.com/tutorials/h17-masterclass-rbd-tools-update/ Quote Link to comment Share on other sites More sharing options...
Masoud Posted March 18, 2022 Author Share Posted March 18, 2022 43 minutes ago, Librarian said: @Masoud check this ex from nick regarding sleeping and rest and from sidfx you have some more https://nicholas-taylor.com/assorted-bullet https://www.sidefx.com/tutorials/h17-masterclass-rbd-tools-update/ Hi there, I think, forcing the elements to sleep works fine with the sphere shape pieces, but when you have fractured (rock shape) pieces, they would sleep in a bad position. Quote Link to comment Share on other sites More sharing options...
Masoud Posted March 18, 2022 Author Share Posted March 18, 2022 Ok, I tried to limit the piece's movement, by modifying the "spinresist" and "angaccelmax" attributes in DOP, using a POP Wrangle. The result is not bad, but I will try to make it much better. I would appreciate any better ideas ... RBD Limiting Drag_05.hip Quote Link to comment Share on other sites More sharing options...
Librarian Posted March 18, 2022 Share Posted March 18, 2022 @Masoud Last ex, play with this 2... Hard and Spring with diff strength and rest force boxH.hiplc Quote Link to comment Share on other sites More sharing options...
Masoud Posted March 18, 2022 Author Share Posted March 18, 2022 Thank you, dear Tesan. Quote Link to comment Share on other sites More sharing options...
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