BadBattery Posted January 12 Share Posted January 12 (edited) Hello all, I am trying to replicate effects from this shot from Gravity, and am currently working on exploding a module in space. https://youtu.be/6Cy119JKh_Y?si=3tWhLnUI-0e9WN1H&t=117 My module is spinning, and I want the parts to split and maintain rotational velocity when I explode the capsule, so they all spread apart in different directions realistically. I first tried ripping the capsule apart with Vellum, and the result looks pretty nice. However, the vellum simulation does not maintain the rotation and I have no idea how to fix this. I cant think of a way to make the parts maintain individual velocity. I asked for some advice and some other people recommended that this would be easier with an RBD sim. However, when I try this with an RBD sim it is giving me even more issues, particularly with UV and with collision geometry not working at all. I have attached a file and I am really curious if you guys can help me solve this issue. It might be that I made a simple mistake or that houdini has a specific workaround for these issues, I hope that any of you can shed some light on this. station_reentry_cleaned.hipnc Gateway_split_main_module.obj Edited January 12 by BadBattery Quote Link to comment Share on other sites More sharing options...
osmanertasdiken Posted 9 hours ago Share Posted 9 hours ago Hey, I checked your setup. Since you want to spread apart in different directions realistically, -In vellumSolver set your gravity to 0 in all directions. (pushing by -5 on X axis is keeping you away from getting those nice rotations) -More importantly, you are applying wind drag force although it's minimal and set to 0.03, it gradually slows down your rotations. Just set it to 0 as well and your pieces will maintain their rotations. About your rbd setup; Your fractured geometry is changing each frame due to animation, which is causing this error. -Add a timeshift node before your materialfracture and set your frame to 0. -Also make sure to connect your scatter to this timeshift, so your simulation input geometery doesn't change. Then it works as expected. You just need to adjust your constraits to get the correct behaviour. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.