Glue constraint between static and normal RBD object

   9768   3   0
User Avatar
Member
109 posts
Joined: June 2008
Offline
Can you create a glue constraint between static, or passive, and “normal” (active) RBD object?

Im trying to create simulation where the center of the bridge is crashing, while the ends will remain in their initial position (end parts are above the ground)

If i use glue for the entire fractured part of the bridge, the entire part will fall, as one piece.

I tired to create the static/normal link, but it doesnt seem to work
User Avatar
Member
2624 posts
Joined: Aug. 2006
Offline
In a situation like this I would create a “trigger” to activate my pieces of bridge so they then get turned into the sim. This way you can control what pieces can remain as static RBD object.

See attached for a scene file that shows how to create this action.

Attachments:
rse_vopsop_activeCountdown03.hip (606.8 KB)

Gone fishing
User Avatar
Member
109 posts
Joined: June 2008
Offline
Thank you for the reply!

Your scene was a bit too complicated for me (it doesnt require that much to get that status!), but if i interpreted the file correctly, you are using the RBD objects active/passive state to include it into simulation?

If so, you are doing the same that was done in this thread:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=29093 [sidefx.com]

In there, Use Deforming Geometry-option, in RBD Fractured Geometry-node, was used to import custom attributes from the SOP in to DOP, but in your file, you are not using it and still you can access the “trigger” point attribute?!?!
User Avatar
Member
18 posts
Joined: April 2012
Offline
You could also use Attribute Transfer with a Point SOP to transfer colour to the glue constraint and then delete the points which are affected by the colour procedurally. You can also use the same technique with Active Value DOP to set parts of your geo to active and passive.
  • Quick Links