blackchicken Posted May 22, 2009 Share Posted May 22, 2009 Hello I have a little problem. I need shutter some objects, shutter node dont work good for me. So I crate only one side of object, shutter him, and then extrude so I have perfect shutter without any bad faces, but there is problem, dop import objects, all has groups but they have only one side, so collision is incorrect. There is little hip. I need this technique for shuttering bulb but sphere is ok for tests. I need good collision guides too, but glass is too tinny. Some tips? Thanks a lot for helping....BC... test.hip Quote Link to comment Share on other sites More sharing options...
SpencerL Posted May 22, 2009 Share Posted May 22, 2009 Hello I have a little problem. I need shutter some objects, shutter node dont work good for me. So I crate only one side of object, shutter him, and then extrude so I have perfect shutter without any bad faces, but there is problem, dop import objects, all has groups but they have only one side, so collision is incorrect. There is little hip. I need this technique for shuttering bulb but sphere is ok for tests. I need good collision guides too, but glass is too tinny. Some tips? Thanks a lot for helping....BC...test.hip I havent looked at your file, but you need to create your groups after you extrude your geo so that the new faces will be included in those groups. Quote Link to comment Share on other sites More sharing options...
blackchicken Posted May 22, 2009 Author Share Posted May 22, 2009 yeah, thanks a lot, how easy :nuke: sorry for general questions instead of RBD forum thanks again :thumbsup: Quote Link to comment Share on other sites More sharing options...
blackchicken Posted May 27, 2009 Author Share Posted May 27, 2009 (edited) Hello so grouping problem solved by partition and becouse I checket in shatter node visualizate, I have colour so a grouped by colour, but what If I havent colour how I could grouping by partition? Standartly partition group me all faces separately another stupid question, I need force from point, I shuttering bulge, so I need some force field from one point somewhere in center of model and simply shutter in all direction with interesting rotation of peaces.I choose fun force but particle fun is different form RBD. In particle I coul create 360 degrase fun force and should work fine, but RBD fun has only 180 and its strange.... When I need some special rotation per peace is there some solution,noise field? I trying to create mountimed sphere which has big scale in some frames simulating field but with collision of objects. Problem is that bulge shuttered objects dont interact. There is simple hip... sorry for that questions but some things are differend from maya fields...Thanks a lot BC odd_test.hip Edited May 27, 2009 by blackchicken Quote Link to comment Share on other sites More sharing options...
stevenong Posted May 27, 2009 Share Posted May 27, 2009 Hi, For the grouping question, you need to use a Connectivity SOP followed by a Partition SOP. As for your DOPs question, you can use a Magnet Force DOP to create what you want. Please see the attached hip file for the set up and I added Sticky Notes to explain some stuff. Please let me know if you have any questions. Cheers! steven odd_test_odforce.zip Quote Link to comment Share on other sites More sharing options...
blackchicken Posted May 29, 2009 Author Share Posted May 29, 2009 (edited) waaaau thats cool stevenong, I dont know how to thanks you, first you solved my homework and second thing is, that simulation is exactly how I need it, I turn off gravity because I need create slowmotion shot and dont need glass falling down. 1, I dont exactly understand RBD state node and Glue impulses, it is some force inside glass or I cant imagine it, metaball creates area of field and negative magnet tool create explosion(not standart implosion). 2,I dont understant this" also multiplied the force with the mass of each piece so the smaller pieces don't fly too far. " The mass of each peaces is same(RBD glue object) so how you find small peaces ? Or do you mean that all peaces has same mass and after multiplication of scale force $OBJID has still all peaces same mass? So it is same when I set mass for RBD glue in the beginning?. 3,Another question is for channels for slowmotion. What do you prefere? Import all channels into CHOPs and there use time shift time blend or which technique do you prefer for controlling time of slowmotion? 4, In $hip dir, when I start simulation, some simdata caches saving to disk. I cant find node which creates it, why is this happening? I usualy create RBD cache from geometry level (bgo), It is better have sim cache and then bgo cache? Sorry for my stupid questions, but a need switch from maya as soon as possible, materials, rendering, animation it is lot of learning so sorry for that. Thanks again for explanation and sticky notes....BC... P.S: Dont you need in R&H some bulletin boarder man, or some shoe cleaner, newspaper carrier,doorman, I can cook too, eggs with ham, chicken steak with rice and ketchup, Ill work only for food and roof above my head , if you learn me houdini hihn , sorry Im just joking (friday) nice weekend and thanks again Edited May 29, 2009 by blackchicken Quote Link to comment Share on other sites More sharing options...
stevenong Posted May 29, 2009 Share Posted May 29, 2009 waaaau thats cool stevenong, I dont know how to thanks you, first you solved my homework and second thing is, that simulation is exactly how I need it, I turn off gravity because I need create slowmotion shot and dont need glass falling down. You're welcome. It's good for me to go through it & learn too. 1, I dont exactly understand RBD state node and Glue impulses, it is some force inside glass When a glue/fractured object hits another, the impact will send impluse forces through the glue/fractured object. The magnitude of the force will then cause the glue/fractured object to break apart if it's larger than the internal glue amount. Hence, using the RBD State DOP, I make sure the Glue Impulse force is larger than the internal glue thus causing the glue/fractured object to be broken. or I cant imagine it, metaball creates area of field and negative magnet tool create explosion(not standart implosion). The Magnet Force uses metaballs to define its area of influence & it is an omni-directional force. By default, the force pushes towards its center but a negative value will cause it to push outwards. 2,I dont understant this" also multiplied the force with the mass of each piece so the smaller pieces don't fly too far. " The mass of each peaces is same(RBD glue object) so how you find small peaces ? Or do you mean that all peaces has same mass and after multiplication of scale force $OBJID has still all peaces same mass? So it is same when I set mass for RBD glue in the beginning?. The mass of each glue/fractured piece is not the same. Smaller pieces have less volume thus less mass. By multiplying the force with each piece's mass, they will be affected proportionately. As for how I know the mass of each piece, every DOP object has an unique ID, like particles. By using $OBJID, I can query each piece for any data. I highly recommend you check out the Help Card of the RBD Object DOP for more information and global variables like $OBJID. Definitely, please also check out the online help for Dynamics. 3,Another question is for channels for slowmotion. What do you prefere? Import all channels into CHOPs and there use time shift time blend or which technique do you prefer for controlling time of slowmotion? I'll definitely use Time Shift & Time Blend first to see if it works. If you need more control etc, CHOPs is the way to go. Sorry for my stupid questions, but a need switch from maya as soon as possible, materials, rendering, animation it is lot of learning so sorry for that. Thanks again for explanation and sticky notes....BC... There are no stupid questions. Just curious why you decide to switch from maya instead of using it to finish your "homework"? P.S: Dont you need in R&H some bulletin boarder man, or some shoe cleaner, newspaper carrier,doorman, I can cook too, eggs with ham, chicken steak with rice and ketchup, Ill work only for food and roof above my head , if you learn me houdini hihn , sorry Im just joking (friday) nice weekend and thanks again Sadly, I don't do the hiring in R+H. You have a nice weekend too. Cheers! steven Quote Link to comment Share on other sites More sharing options...
blackchicken Posted May 30, 2009 Author Share Posted May 30, 2009 (edited) Thanks a lot for fast repply, I recreate whole network at home and create sam flip book tests to understant all parameters. I also study some chops things but there is little problem. I look at the example of dynamic chop, all is ok, but there is little different exercise. There is 3 objects and all takes transformations numbers from chop, but RBD GLUE object has little different meaning. I need change transforms on groups no on whole object. So I thing it is only right path in common panel. But I dont know which must it be, it must have connection with dopimport at geometry level. Please, have you some experience with this setup? This is all what I need, anything else is only playng with chop nodes. Then cache geo, copy stamp and I can destroy whole hangar of lights hehe :nuke: :oneeyedsmiley02: :whistling: homework is my personal, becouse I'm wether and I totaly fall in love to houdini, it must be mine heh, no price is big enought , czech republic neeeeeds some houdini users alot, so the best thing how teach wether swim is throw him to the water, he'll die or alive, thanks this great forum Im still alive hih, I hope shore is near One more question I have, I edit my previous post but you are faster then cheetah, If I have some fractured objects and need delete some groups, it is possible select some faces and see somewhere in which groups they are? then I could easily delete groups or take it to static objects. Thanks a lot again for your help....BC.... there is little example bulge_chops.hip Edited May 30, 2009 by blackchicken Quote Link to comment Share on other sites More sharing options...
Jason Posted May 30, 2009 Share Posted May 30, 2009 :nuke: :oneeyedsmiley02: :whistling: Man, I was going to report you to the Emoticon Police for abuse, but this series actually makes some twisted kind of sense; probably the most complex emotion a person can feel, I'll bet. (feigned innocence for performing an act of surreptitious mutation) Quote Link to comment Share on other sites More sharing options...
blackchicken Posted June 1, 2009 Author Share Posted June 1, 2009 emotion police? oh please no :whistling: this was only random choise plese, do you somebode know how to use dynamic chops to RBD glue objest? thanks all of you Quote Link to comment Share on other sites More sharing options...
blackchicken Posted June 3, 2009 Author Share Posted June 3, 2009 so, I search all DOPs topics, but only things which I found was separate some peaces, change curves in CHOPs and then export T R back to object. But I Cant found how export all fractured RBD curves back to object. It is possible in houdini? I choose everything but nothing is work for me. If I understand it, I cant bake to keyes becouse transform groups is invisible, so then I could manualy change curves in channel editor (like in maya, but there I will choose clip, then cut it twice and center clip make mooor longer, another choice is use warp curve to clip). All is staying on how export back alll T R chanels from cca 150 obj......Im frustrating form this....BC... Quote Link to comment Share on other sites More sharing options...
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