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Randomize rotation within a RBD Bullet Solver


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I have falling debris that I also need to randomly rotate (animate) using VEX in a POP wrangle inside my RBD Bullet Solver.

It seems there are at least 3 steps

1) Determine a random rotation (@orient) per ptnum
2) Determine a random rotation magnitude per ptnum
3) Apply this rotation

Can any VEXperts help?

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On 10/1/2023 at 11:24 PM, art3mis said:

I have falling debris that I also need to randomly rotate (animate) using VEX in a POP wrangle inside my RBD Bullet Solver.

It seems there are at least 3 steps

1) Determine a random rotation (@orient) per ptnum
2) Determine a random rotation magnitude per ptnum
3) Apply this rotation

Can any VEXperts help?

 

I can tell you how to do it in a POP VOP node:

Bind export rot as a 4 Floats (vector4)

plug a quaternion node into that

then use combos of nodes (probably mostly random fed by ptnum) into angle and axis depending on taste.

 

Angle is amount of rotation in (i think Radians) around axis, which should be a vector.

 

Sorry don't know VEX well enough yet, but I hope this helps.

 

5D

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