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RBD Fractured object and CHOPs.


Symbolic

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Hi,

I have an RBD Fractured object based simulation...

There are 50 chunks.

The simulation is ok, at the next stage... I would like to isolate one specific chunk... run it through chops... and put it back together with the others.

The isolation process is easy... The problem is that:

I read the target chunk with a "geometry" chop... run it through a lag and then export it... but the lag is applied to every single point... and that makes the object to deform instead of altering its path...

So how can I isolate a single object among lots of RBD Fractured objects, alter the path of motion (ex: slow it down) and put it back...

I have seen a soluton at:

http://forums.odforce.net/index.php?showto...chops&st=12

it takes every single object... runs it through chops and transfers tx ty tz rx ry rz to the object level... to lots of Geometries at OBJ level...

Any ideas how to do that in a more efficient way?

Cheers.

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Hmmm could you try the dynamics chop instead of the geo chop? That way you bring in the T? R? etc parameters, not the points. I'll see if I can find a bit of a moment to whip up an example.

Alvin

Well... I know how to do it with the dynamic chop... but then you have to recreate each chunk of your fractured object in separate geometry at object level and feed the output of the dynamics chop into those... It works... but is a little tedious.

:)

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Well... I know how to do it with the dynamic chop... but then you have to recreate each chunk of your fractured object in separate geometry at object level and feed the output of the dynamics chop into those... It works... but is a little tedious.

:)

Actually you can just feed the lagged t? and r? channels into a Transform SOP on just the desired chunk at the SOP level, then merge all the chunks back together. See attached example.

Edit: realized you could do it without the delete's. Attached as well.

fractured_lag.hipnc

fractured_lag_nodelete.hipnc

Edited by johner
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Hi johner,

Thanks! That works perfect...

:)

Had some problems with the pivot though... at the beginning...

the "p" for the DOPs pivot seems to cause troubles... but then I used your $GCX $GCY $GCZ... which I have never heard about before...

and it works...

Now it is just matter of improving my CHOPs skills...

:)

CHOPs are really great! and I am scared that Side Effects will give them up at some point... since they are a separate system and has not been touched since PRISMS maybe...

I hope this never happens.

Thanks for the help.

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Hi johner,

Thanks! That works perfect...

:)

Had some problems with the pivot though... at the beginning...

the "p" for the DOPs pivot seems to cause troubles... but then I used your $GCX $GCY $GCZ... which I have never heard about before...

and it works...

Now it is just matter of improving my CHOPs skills...

:)

CHOPs are really great! and I am scared that Side Effects will give them up at some point... since they are a separate system and has not been touched since PRISMS maybe...

I hope this never happens.

Thanks for the help.

Sure thing. Yeah, I'm a big fan of CHOPs myself. I'm always happy to realize something can be done in CHOPs rather than (or even on top of, as in this case) simulation. And I really doubt they're going away - they're just too useful and too much of a competitive advantage for Houdini, IMO. Jeff's Old School blog had some great recent tutorials on them. As to recent improvements, I know for example the BlendPose viewport tool (which I have yet to wrap my head around) introduced in H9 is implemented via a new BlendPose CHOP. And of course the Dynamics CHOP itself didn't exist until DOPs in H8, right?

Good luck!

Edit: oh yeah, and Andrew Lowell's really nice tutorial:

http://www.sidefx.com/index.php?option=com...&Itemid=132

Wasn't Andrew about to release an e-book on CHOPs?

Edited by johner
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Nah, not two dvd's, a motion picture, three episodes, Lord of the CHOPS

....i think he just made an e-book

Yeah I just made the cover-page last night ... I'll be giving a short talk about it today at HOUPLA. It's in the final stages of SESI approval. This isn't easy by the way .. I had to re-write a few chapters and make a new one also (ask peter :) ) But, it's made it a much better product I think, and it will reach a much wider audience with this mark ;) .. not just tech-nerds such as myself that like CHOPs, but people in all stages of learning and production (at least I hope).

I don't want to shoot myself in the foot .. but it should be out any week now.

(I don't think SESI is getting rid of CHOPs anytime soon, hey maybe they'll even enhance the spatial audio capabilities eventually!)

Edited by andrewlowell
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Hi!

I finally ended up using the technique described at:

http://forums.odforce.net/index.php?showto...chops&st=12

Which works good... but it takes some time to set up.

So I am reading the dynamics into a CHOP network with the dynamics chop... and then feeding the data to object level geometries (each geometry has one chunk). Now I am at the next step... The reason for doing all of this was because I was getting some high frequency jitter on some of my chunks... So now I am trying to apply a "filter chop" at a specific ranges so I can fix the jitter...

Do you have any ideas about how can I limit the effect of the filter chop just between a specific range?

Thanks for the help so far...

Cheers.

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