few_a_fx Posted May 9, 2008 Share Posted May 9, 2008 I'm trying to create an animation where blood vessels are stopped in a clogged artery. Right now I have them stopping, but I'm trying to make the particles build up and block the way for other blood vessels. Any suggestions? Thanks Quote Link to comment Share on other sites More sharing options...
Allegro Posted May 9, 2008 Share Posted May 9, 2008 I'm trying to create an animation where blood vessels are stopped in a clogged artery. Right now I have them stopping, but I'm trying to make the particles build up and block the way for other blood vessels. Any suggestions?Thanks rbd? Quote Link to comment Share on other sites More sharing options...
few_a_fx Posted May 16, 2008 Author Share Posted May 16, 2008 (edited) So here's what I have so far. Using particles still, and so far it seems to be working. The only thing I'm having problems with is getting the particles to build up and not intersect each other. Any suggestions? RBD's are my last resort takes a while to sim out. thanks. bvrd_8.5.hip Edited May 16, 2008 by few_a_fx Quote Link to comment Share on other sites More sharing options...
michael Posted May 16, 2008 Share Posted May 16, 2008 interact pop Quote Link to comment Share on other sites More sharing options...
few_a_fx Posted May 23, 2008 Author Share Posted May 23, 2008 How do I bring my popnet into DOP's. I'm trying to make the object that's instanced to my particles a RBD, so the geometry won't intersect each other. I need the geometry to build up and not go through each other. Here's what I'm trying to accomplish. reference image thanks Quote Link to comment Share on other sites More sharing options...
pencha Posted July 12, 2008 Share Posted July 12, 2008 have you tried the point rbd object? Quote Link to comment Share on other sites More sharing options...
Fomal Posted July 13, 2008 Share Posted July 13, 2008 (edited) Hi few a fx Made a file that might help you. It uses the point velocity from the particles to drive an rbd sim. Made a simple particle emitter, copied some spheres and created some groups out of the number of points. Loaded it in as an RBD fractured object and set the simulation frame at 30 (so all groups are used). For faster sim times i use a force dop. To initialize point velocity set the solver to use point velocities and tell the rbd fracture to use deforming geometry + inherit velocity from point velocity. It's tricky since it's not as accurate but might point you in the right direction. Cheers Coen blood.hipnc Edited July 13, 2008 by Fomal Quote Link to comment Share on other sites More sharing options...
varomix Posted July 15, 2008 Share Posted July 15, 2008 hi hehe I love the responses rbd? interact pop point rbd object sometimes that's as much as you need to get into another way of solving a problem Quote Link to comment Share on other sites More sharing options...
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