anbt Posted September 13, 2023 Share Posted September 13, 2023 I have an RBD sim where the animated collider deforms with the fractured packed primitives and shatters some of them. Once broken, the pieces are still influenced by the motion of the collider. How can I set them to active=0 once they are broken? Is there an attribute for this? Couldn't find anything Quote Link to comment Share on other sites More sharing options...
anbt Posted September 13, 2023 Author Share Posted September 13, 2023 I am attaching an example of my issue rdbDeform.hip Quote Link to comment Share on other sites More sharing options...
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