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Full Version: How to Transform Fractured Pieces During RBD Bullet Solver?
Root » Houdini Indie and Apprentice » How to Transform Fractured Pieces During RBD Bullet Solver?
hazarcilek
Hi everyone. I'm having an issue with RBD Bullet Solver and I hope that is the right place for asking about it.

Here is the brief: Bunch of rocks stacked together, some of them can fracture under forces. In certain time, some of the rocks are squeezed by a machine to fracture them. A few rocks are fractured by this machine over time, one by one. The problem is, fractured pieces takes too much space and we want them to scale to 0 and die after short delay of their fracture activation.

What I've done:
- Rocks are imported with File node as .fbx files.
- Rocks are fractured using RBD Material Fracture.
- Not desired rocks are not fractured.
- Collision objects, and the machinery is imported and fractures the rocks correctly with keyframes.

Problem is I cannot modify the transforms of fractured pieces during the simulation. How can I do that? Any help is appreciated, thank you 🙏
npetit
Dive inside the RBD Bullet Solver and drop a Geometry Wrangle and animate the `pscale` or `scale` attributes, for example:
float @pscale = 1; // initialize it at 1
if (@Frame > 10) @pscale *= 0.95; // start scaling the pieces down after frame 10
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