Packed RBD active & deforming?

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Hello again!

Has anybody been able to successfully work with active deforming packed RBDs in bullet?
It appears that the constant recomputation on hull, center and mass introduce random impulses that push the rigids around.

I was hoping, that disabling “computecom” and “computemass” in a POPwrangle would help, but bullet keeps recalculating anyway.

I'm looking for a workflow, where I can run a first sim pass, apply blend shapes, to sculpt deformation and then run a second sim pass on the deforming pieces.

Thanks!
-Sascha
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In case anybody wants to do a similar thing - hiding/unhiding the undeformed and deformed packed primitive works as well, but requires editing the “RBD packed object” content, to copy the “_3d_hidden_primitives” group values inside the SOP solver.

My head is spinning, but I have something to work with.

Still curious to hear about other people's approaches to RBDs with sculpting/blend shapes on top.
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