I attached some parts to an animated Vellum object. After some time, I want to detach them and they shall fall down and behave like standard rigid body objects.
So far, I managed to create independent copies of those parts, but I cannot make that dopnet and a rigid body solver to interact with them. When I feed the dopnet with a test geometry, it at least seems to be working.
For visibility, I faked this with an attribute wrangle.
Test scene is attached. I would be very grateful if anybody could take a look at this and tell my what I did do wrong.