Vellum tetrahedral + weld points - welds dont want to break

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Hi

I am trying to create a vellum softbody object that falls apart on impact.

I have my pieces with tetconform and tetrahedral constraints. Then add a weld on the edges of the outer shell.
For some reason the combination of tetrahedral and weld points makes the welds unbreakable.

It's important I use tetrahedral for this project.
Any ideas why this might be happening?

Attachments:
houdni_head_stripped.hiplc (889.7 KB)

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Hi,
to break weld constraint 'weld' point attribute on a geometry (not constraint) has to have value -1.
I.e. vex code:
if(@Frame>9) i@weld = -1;
in a popwrangle dop should work in your example.
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vicvvsh
Hi,
to break weld constraint 'weld' point attribute on a geometry (not constraint) has to have value -1.
I.e. vex code:
if(@Frame>9) i@weld = -1;
in a popwrangle dop should work in your example.
Thank you for the input, your solution is equicalent to just turning the welds off so not really what I am looking for.
I want to break the welds based on the stretch stress etc. It works really well with struts but somehow in tetrahedral it doesn't I am not really sure why.
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pitapan
vicvvsh
Hi,
to break weld constraint 'weld' point attribute on a geometry (not constraint) has to have value -1.
I.e. vex code:
if(@Frame>9) i@weld = -1;
in a popwrangle dop should work in your example.
Thank you for the input, your solution is equicalent to just turning the welds off so not really what I am looking for.
I want to break the welds based on the stretch stress etc. It works really well with struts but somehow in tetrahedral it doesn't I am not really sure why.
There is no stretch stress generated from tetrahedral constraints, as a workaround you can add Distance Constraints at least to the outside polygons which are welded and set it's Stiffness to 0

That way it should not affect your sim but you should be able to use Stretch Ratio it Stretch Distance breaking type on welds
Tomas Slancik
CG Supervisor
Framestore, NY
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