RBD Deform pieces with Instances?

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Hithere,
For a long time I made use of the RBD deform pieces SOP to create things like bending and tearing metal based on the breaking constraints in the bullet solver SOP and RBD deform pieces SOP set to work on constraints.
Now I have a situation where I need to apply said method to a bunch of instances from an asset.
I copy a few instances onto points and create unique names per instance so the bullet solver can work. However now the deform pieces SOP set to constraints does nothing anymore.
I can make a cluster for every instance and set it to cluster attribute instead of constraints but then I can't seem to get the pieces to ever detach fully from each other which is crucial.
I attached a screenshot and a simple HIPLC file illustrating the behaviour.
Any ideas?

Attachments:
def_piece_multi.JPG (237.6 KB)
rbd_def_pieces_setup.hiplc (800.8 KB)

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There's a few ways you could go about fixing this. Easiest is probably to just unlock the deform asset, transfer your point name to the unpacked geo and then promoting the name to your primitives. This is the best way I can think of.

Generally your packed geo does not match the name in the unpacked geometry after copying, so the deform sop does not know how to match your pieces/constraints together as the name attribute does not match.

You could also pack your pieces after copying them, which is probably not ideal.
Or you go over each piece after the simulation and restore your name attribute of what you had before copying them, which will also be slower I assume.
There might also be other ways to get this done but option #1 seems alright.

Attachments:
rbd_def_pieces_setup.hipnc (1.0 MB)

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Thanks a lot gorrod! I agree #1 seems to be the best.
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