anthonymcgrath Posted April 29 Share Posted April 29 Hey all i want to scale down these falling chunks after they have simulated falling or preferably over time. Is there a way to do it? I dont need them to be simulated shrinking and colliding as they do (like the entagma tutorial).. i just need a fast hacky shrinking down as they fall. I thought a group node and then using pscale to shrink down the pieces that enter that group node would work but i'm a chump and cant figure it out :/ Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted April 29 Author Share Posted April 29 to add... i'm guessing i could do it in the rbdbullet node - attaching a pop wrangle and adjusting pscale based on the age? So they stay a certain size at first but then shrink down once they have fallen out of camera view Quote Link to comment Share on other sites More sharing options...
hannes603 Posted April 29 Share Posted April 29 lot of ways to do it . this is one wayuntitled.hip 1 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted April 29 Author Share Posted April 29 31 minutes ago, hannes603 said: lot of ways to do it . this is one wayuntitled.hip ah ok so using an attribute vop to control the pscale via a ramp the prob is i dont have a particle sim with boxes copied to the points like your example there... i have RBD material fracture chunks that i need to scale down. i tried setting up the vop after the rbdbullet node but nothing happened. Quote Link to comment Share on other sites More sharing options...
hannes603 Posted April 29 Share Posted April 29 (edited) it also works. you just have to reapply the geos to its corosspoding points p_scale_pop_rbd_after_sim_reapply_rbd_setup.hip Edited April 29 by hannes603 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted April 29 Author Share Posted April 29 sadly i still didn't fully understand what was going on there - i cant figure out what that "stash" node does - is it just a bounding box? I attached a simple version of my scene - hopefully this might show what i'm trying to do... i'm quite happy with how the chunks split and fall down (using the active attribute in rbdconfigure). (i will adjust the points from volume from 1.5 to 0.8 when i've got this working) the chunks are quite low for speed shot_MIND_0130_v006_ground.hip Quote Link to comment Share on other sites More sharing options...
hannes603 Posted April 29 Share Posted April 29 still H20 here so you scene doesnt work here ... check my uloaded scene there is an rbd setup included. the stash is just a bounding box... you said you wanted to have a quick easy way to do it ... there you go .... you can also solv an age attrib after collision and use this to scale the rbds... 1 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted April 29 Author Share Posted April 29 just looking at that scene right now - i didn't know you could do this with the copy to points AFTER a simulation. so effectively you're pulling the simulated pieces back in... adding connectivity and asemble to pack em... then running through the wrangle with a bounding box and using the for each to apply each chunk of geo back to each point (which now pscales down?) my scene is H19.5 btw strange you cant open it. Quote Link to comment Share on other sites More sharing options...
hannes603 Posted April 29 Share Posted April 29 the copy point node is using the pscale to scale the geo down you just need to center each piece before. you can maybe also just mix the scale with the vop thats even a bit easier maybe... p_scale_pop_rbd_after_sim_reapply_rbd_setup_02.hip 1 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted Tuesday at 12:30 PM Author Share Posted Tuesday at 12:30 PM 44 minutes ago, hannes603 said: the copy point node is using the pscale to scale the geo down you just need to center each piece before. you can maybe also just mix the scale with the vop thats even a bit easier maybe... p_scale_pop_rbd_after_sim_reapply_rbd_setup_02.hip thankyou for this - i've also been looking at another method that used a sop solver and multi solver and i decided to try that out... then i realised that might be overkill... so i added a group node beneath my fracturing pieces.... and a primitive sop with the expression that was in that @ParticleSkull explanation... this is kinda doing what i would like but the pieces just instantly shrink when they enter the bounding box of the group node.... if i could get them to shrink down with this method it would make things so easy for me Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted Tuesday at 12:32 PM Author Share Posted Tuesday at 12:32 PM Quote Link to comment Share on other sites More sharing options...
hannes603 Posted Tuesday at 12:47 PM Share Posted Tuesday at 12:47 PM check you spreadsheet there might be something wrong with your scaling attribs.. 1 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted Tuesday at 02:45 PM Author Share Posted Tuesday at 02:45 PM 1 hour ago, hannes603 said: check you spreadsheet there might be something wrong with your scaling attribs.. yeah for some reason the pieces are just "popping" to a different size as soon as they enter the group node... and they revert to their original size when they fall through the group node. I'm guessing this is why people use the sop solver or do this sort of thing within the bulletsolver? So it can be itereated on each frame over time? tried all sorts of things - its really frustrating that its so complex to do after a simulation Quote Link to comment Share on other sites More sharing options...
hannes603 Posted Tuesday at 02:47 PM Share Posted Tuesday at 02:47 PM 1 minute ago, anthonymcgrath said: yeah for some reason the pieces are just "popping" to a different size as soon as they enter the group node... and they revert to their original size when they fall through the group node. I'm guessing this is why people use the sop solver or do this sort of thing within the bulletsolver? So it can be itereated on each frame over time? tried all sorts of things - its really frustrating that its so complex to do after a simulation maybe watch some easier basic tuts then build up from that. it makes things lots of easier 1 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted Tuesday at 03:03 PM Author Share Posted Tuesday at 03:03 PM 11 minutes ago, hannes603 said: maybe watch some easier basic tuts then build up from that. it makes things lots of easier its like its not picking up the age attribute or the pscale properly. Thanks for all your support on it anyway - shame you couldn't open my file - would have been better i think and be able to show me where i went wrong :/ Quote Link to comment Share on other sites More sharing options...
Sepu Posted Tuesday at 04:07 PM Share Posted Tuesday at 04:07 PM Multiple ways to do this. One simple way to do this post sim, is to get the @active_age attribute, which you need to enable in the solver, fit that and the just set it to the @pscale. Use the pts from the bullet solver, do it there and then use the transform pieces to get the original pieces. Quick example. I think this is what you want right? I did not read the whole thread btw shot_MIND_0130_v006_ground_fix.hip 1 Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted Tuesday at 04:32 PM Author Share Posted Tuesday at 04:32 PM 21 minutes ago, Sepu said: Multiple ways to do this. One simple way to do this post sim, is to get the @active_age attribute, which you need to enable in the solver, fit that and the just set it to the @pscale. Use the pts from the bullet solver, do it there and then use the transform pieces to get the original pieces. Quick example. I think this is what you want right? I did not read the whole thread btw shot_MIND_0130_v006_ground_fix.hip 3.11 MB · 0 downloads oh my life - you have batted this out of the park! This is exactly how i needed it to work flowers to @hannes603 - the attribute vop was the way to go but i just couldn't get it working for some reason - its that active_age parameter i needed to switch on thankyou seriously - this has made it so much less stressful! Entagma's video with the primintrinsics and a thousand variables was terrifying me lol! Quote Link to comment Share on other sites More sharing options...
anthonymcgrath Posted Tuesday at 05:29 PM Author Share Posted Tuesday at 05:29 PM (edited) quick flipbook gif of how the shot is looking. I'll re-animate Thanos soon enough. Also gonna be covered in lighting when Hulk hits the ground with his fist. would be nice to figure out how to get those pieces to 'splay' outwards a bit more as they fall so i dont end up with a cloud at the bottom of the shot - but i think i can figure that out using this active_age attribute now thanks for all your help on this Edited Tuesday at 05:32 PM by anthonymcgrath 1 Quote Link to comment Share on other sites More sharing options...
Sepu Posted Wednesday at 02:00 AM Share Posted Wednesday at 02:00 AM Yeah, you could use the same attribute and apply an outward force for example. 2 Quote Link to comment Share on other sites More sharing options...
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