How do I set active/inactive pieces in RBD sim?
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- TwistDK
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Just started my Houdini journey and got my first small task.
I have to simulate some metal deformation on a roof gutter on a housefacade. (A monster is on the roof and steps on the roof gutter).
I want to set it up so the the center section is affected. I can get the the mesh to deform but everything is affected by gravity. I want the mesh to stay in the air and only be affected by the monster (sphere for test).
I think I remember something about using active/inactive from other tutorials, but I'm not sure.
I have to simulate some metal deformation on a roof gutter on a housefacade. (A monster is on the roof and steps on the roof gutter).
I want to set it up so the the center section is affected. I can get the the mesh to deform but everything is affected by gravity. I want the mesh to stay in the air and only be affected by the monster (sphere for test).
I think I remember something about using active/inactive from other tutorials, but I'm not sure.
Edited by TwistDK - June 19, 2023 07:57:26
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- IANistor
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- Joined: Dec. 2017
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- eaniix
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- 68 posts
- Joined: Nov. 2021
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As IANistor said, you can set the "active" attribute (point, integer) for each packed piece.
You can also animate this attribute and load it into the sim using the "overwrite attributes" checkbox on the rbdpackedobject-node in your dopnet.
Since you want the pipe to deform you're probably also gonna need some glue constraints to hold the pieces roughly together
You can also animate this attribute and load it into the sim using the "overwrite attributes" checkbox on the rbdpackedobject-node in your dopnet.
Since you want the pipe to deform you're probably also gonna need some glue constraints to hold the pieces roughly together
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