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Adjusting RBD Sim PTS post sim to resolve retimed Collisions


Sinsterz

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I think this is a pretty specific use case but may encounter again when dealing with time remapping of simulations.

I have a sim that has been retimed a certain way to match with the the Alembic called (ACTOR_SLOWED) essentially creating a cohesive bullettime effect.

The issue is that because the sim and the Actor Alembic have been retimed independently, The actor eventually clips through some of the debris later in the sim.

I was wondering if there was a way to just push the SIM PTS that are clipping through ACTOR ALEMBIC out or around or even do another collision sim check to get them to react properly without having to change the entire sim. Initial ideas are to do some sort of POPVOP adjustment or using a custom solver to sim the points again with the retime collider (ALEMBIC ACTOR) but don't really know how to go about that. Any help is appreciated thanks.

Wall Break.hiplc

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Also the reason I have chosen to separate the ACTOR and the rbd sim rather then retiming them together is because im rendering outside of houdini and do not want to have to reimport ACTOR and reconnect all properties.

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