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Procedural Activation of RBD's


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I've been thinking about this process for a while now, I just can't seem to get the my head around how to get started with it. Basically this is the idea, when you create your RBD's they are created with a deactivation key node, then when a rbd comes within a distance of another specified object it becomes active and starts doing its stuff.

My reason for wanting to do this is that, while I could just key the activity of the RBD's I can only do it on a per frame level, if it was procedural then it could be done on a sub-step therefore alot more accurate. Plus if I've got 100's of RBD's it be nice to have non-hero objects procedural.

I have used rayfire quite a lot and as this has this sort of functionality I kind of miss it! Rayfire works by either activation by Geometry or forces, the the geometry method works by testing for intersecting bounding boxes.

I was toying with idea of using intersecting SDF's or collisions of specified objects (or both) to activate the bodies, my problem is how should this be implemented? would it be a good idea to take a similar approach to johners voronoi shatter solver and create a solver to use in a multi solver to do this?

If anyone can offer any advice, potential gotcha's I'd appreciate it!



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Its not as good as I'd hoped, unlike yours which is pretty kick-ass!

I'm just trying to work out how to get access to the collsion data in dops, so I can switch things from static to rigid depending on whats hit them.

Cheers for the file,


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