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custom constraints woes (again) :/


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I have a character jumping through a roof... the roof is fractured and i have built custom constraints using extract centroid and connect adjacent pieces sops....

I am transferring colour from my character to the custom constraints using attribute transfer... it seems to work and my constraints go from black to red...
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however on simulation the roof fragment seems to move as one connected piece.  They fracture but they all seem like they are connected?

I would like the area that is red to be more 'loose' and active and travel upwards with my character ...and the area that is black to fracture but kind of either drop down or just sort of hang there.

I'll settle for the red area becoming active (constraints breaking?) and the black area staying inactive if thats all i can do!

but i dont know how to transfer that red colour into the rbdbulletsolver to get this to read ?

image.thumb.png.af5b8d84e7c14fc66174fc802ad2c367.png


any advice appreciated!

Ta
Ant
 

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reduce the setup to a minimum piece count  and check the name attrib on geo and constraints are matching.  also ensure to remove usless attribs  ant promote all name attribs to points. 

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56 minutes ago, hannes603 said:

reduce the setup to a minimum piece count  and check the name attrib on geo and constraints are matching.  also ensure to remove usless attribs  ant promote all name attribs to points. 

thanks.  one problem i have is that all the geometry is split in different ways... so the roof is fractured in one way and the timbers are fractured in a more stretched way ... using a transform node to squash the timber geo... apply rbdmaterialfracture.. then transform with invert to return it back to the original length.  This has given me control on various pieces in the timber frame.

so when i merge those all together it acts as one big chunk.. this might be because all the convex shapes that are being internally created for collision are intersecting?  So it cant really separate when impacted by the character.

I've split it into 2 separate simulations now... the main roof section and then the inner timbers to try get more control.

I still haven't sorted out the setup where the black stays inactive (or hangs) and the red is dynamic.. might be time to chase Grok lol

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got it working better thanks to using a group node and making active/inactive pieces - now i've got some bits hanging around and not flying into the air.  Now if i can just modify the active to something a bit more 'looser' ..so instead of those pieces being completely inactive they are pinned and kind of rupture upwards but dont break hmmm.!

still this will work for me and the shot :)
image.thumb.png.77d63d18083aad47f6775a873e7915c5.png
image.png.cd2873c58196d612d044b96e725e1570.png

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