tjeeds Posted September 18, 2009 Share Posted September 18, 2009 This is very, very nice fellas. Thank you. I've done some tests using johner's Voronoi Fracture in conjunction with this and it is incredibly fast and looks great. This should be standard in Houdini! Please, have a look... http://vimeo.com/6638366 Quote Link to comment Share on other sites More sharing options...
nanocell Posted September 18, 2009 Share Posted September 18, 2009 This is very, very nice fellas. Thank you. I've done some tests using johner's Voronoi Fracture in conjunction with this and it is incredibly fast and looks great. This should be standard in Houdini! Please, have a look... http://vimeo.com/6638366 Dude, that's great! Would you mind sharing your .HIP file? I'd love to look at your setup. CheerZ, Van Aarde. Quote Link to comment Share on other sites More sharing options...
stevenong Posted September 21, 2009 Share Posted September 21, 2009 This is great to see and I agree it should be standard in Houdini. It would be nice if you can share the setup. Cheers! steven Quote Link to comment Share on other sites More sharing options...
CeeGee Posted September 21, 2009 Share Posted September 21, 2009 (edited) Yes, it would be nice if someone can compile bullet for newer version of Houdini for linux and windows... I will be glad to test vornoi with bullet and to share scene files... Igor Edited September 21, 2009 by CeeGee Quote Link to comment Share on other sites More sharing options...
tjeeds Posted September 24, 2009 Share Posted September 24, 2009 Here ya go, just had to do a little work to get the pieces to the origin (in the foreach contained in voronoi shatter) and back (in the dops position node), otherwise the center of mass isn't properly calculated. Pretty simple setup otherwise. Dude, that's great! Would you mind sharing your .HIP file? I'd love to look at your setup. CheerZ, Van Aarde. Quote Link to comment Share on other sites More sharing options...
tjeeds Posted September 24, 2009 Share Posted September 24, 2009 . bullet_voronoi.hip Quote Link to comment Share on other sites More sharing options...
horizon1231 Posted November 13, 2009 Share Posted November 13, 2009 by checking tjeeds' example, I follow with a setup.add each piece with $CEX,$CEY,$CEZ att, but my model interpenetrating. another question,how to define a grid to Ground? bullet_od.hip Quote Link to comment Share on other sites More sharing options...
Stephen Posted November 13, 2009 Share Posted November 13, 2009 (edited) by checking tjeeds' example, I follow with a setup.add each piece with $CEX,$CEY,$CEZ att, but my model interpenetrating. another question,how to define a grid to Ground? Set your RBD fractured objects "Group Mask" to read in just your pieces (in your case large_*). For your ground go to your RBD object under the Physical tab uncheck "Compute Mass" and set your "Mass" to 0 hope that helps -S Edited November 13, 2009 by Stephen Quote Link to comment Share on other sites More sharing options...
horizon1231 Posted November 13, 2009 Share Posted November 13, 2009 (edited) Set your group mask to read in just your pieces and not everything. -S ok,it works. but that only works for a while,after 190 frames,pieces blast away. Edited November 14, 2009 by horizon1231 Quote Link to comment Share on other sites More sharing options...
horizon1231 Posted November 14, 2009 Share Posted November 14, 2009 after frame 190, pieces blast away.very weird Quote Link to comment Share on other sites More sharing options...
almatea Posted November 14, 2009 Share Posted November 14, 2009 this may be solwed by apply position dop only in first simulation frame Quote Link to comment Share on other sites More sharing options...
rony Posted February 3, 2010 Share Posted February 3, 2010 that's because /obj/dopnet1/position1/activation is set to 1, change that to $SF==1 so that it doesn't override the bullet transforms at rest. Quote Link to comment Share on other sites More sharing options...
rony Posted February 4, 2010 Share Posted February 4, 2010 (edited) so I'm in the process of implementing the RBD Glue Object into the bullet solver for our studio. I'm going to use btCompoundShape for that. Now I don't want to drastically change the way things are currently set up so I'm going to be using a map of a vector of map to store the compoundShapes separately. Something like this: std::map<std::string, std::vector<std::map<int, bulletBody> > >, where the string is the name of the rbdglueobject. So in other words I'll end up with this type of description |-RBD_GLUE_OBJECT_1 | | | |-RBD_GLUE_CHILD_OBJECT_1 | |-RBD_GLUE_CHILD_OBJECT_2 | |-RBD_GLUE_CHILD_OBJECT_3 |-RBD_OBJECT_2 |- ... This is a bit too long to type but it should be convenient to use the already implemented functions that use map<int, bulletBody>. Any thoughts/suggestions? Cheers, Ron Edited February 8, 2010 by rony Quote Link to comment Share on other sites More sharing options...
neonshaun Posted April 26, 2010 Share Posted April 26, 2010 (edited) Anyone else make any progress with btCompoundShape or glue? Care to share some tips? haha... -S- Edited April 26, 2010 by neonshaun Quote Link to comment Share on other sites More sharing options...
edward Posted March 15, 2014 Share Posted March 15, 2014 Should we un-sticky this thread? Quote Link to comment Share on other sites More sharing options...
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