See the DOP Network Node.
The following examples include this node.
This example demonstrates how to use the Agent Clip Layer DOP to apply a clip to the upper body of an agent. The clip is activated when the agent is inside a bounding box.
This example shows how to create a simple network of soft constraints, which are used to allow an object to bend before breaking.
This example file demonstrates how to set up "animated static" agents for the crowd solver. These agents follow SOP-level animation and can be used for avoidance or turned into ragdolls.
This example demonstrates how to set up a partial ragdoll, where a subset of the agent’s joints are simulated as active objects by the Bullet solver and the remaining joints are animated.
This example demonstrates how to set up constraints to attach a ragdoll to an external object, and how to use motors to drive an active ragdoll with an animation clip.
This example demonstrates the use of gasParticleToField in Timeless mode.
This example demonstrates how to create a simple parent-child agent setup.
This example demonstrates a simple workflow for simulating cloth on a crowd of characters using the Vellum solver.
This example demonstrates how to transfer attributes from the points on one geometry to the points on another, using the AttribTransfer SOP.
A line is crept along the surface of a deformed grid. A section of the grid is painted red using the Paint SOP. Using the AttribTransfer SOP, the animated line inherits the attributes from the points on the grid.
Particles are then birthed along the line based on the color attribute (Cd). As the inherited color nears red, particles are born. The particles also use the velocity inherited by the points on the line.
Please press play to see the animation.
This example demonstrates how to use an attribute generated by the Connectivity SOP to color different pieces of geometry from a DOPs simulation.
This example shows how to create packed primitives with animated transforms from deforming geometry that represents rigid motion. The result is ideal for colliders in a rigid body simulation.