Emit RBD objects from particles, Angular Velocity issue.

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Hi,

As a proof of concept I'm trying to emit a RBD object from a particle. I'm almost there, I got stuck on the angular velocity.
Because I would like to have random objects I can't use the RBD point node, so I use a copy Sop and a RBD fractured object node instead.

Where the RBD point node does, the fractured object node doesn't seem to take the angular velocity of the object in account. With other words the RBD objects aren't willing to turn till they collide. According to the help, the RBD fractured object should be able to use the objects angular velocity (I've ‘Inherit Velocity from point Velocity’ checked).
I think the angular velocity isn't piped correctly or not at all to DOP's.

So the main question is: “How can I bring the angular velocity from SOP's to the RBD fractured object DOP's?”

Attached you'll find the scene I'm currently working on. If you wish to check the velocity on the particles, in the pop sop just set the visibility to the node above the kill sop. (Don't to for get to set it back ;-)

Attachments:
emitRBD_V01.hipnc (169.8 KB)

Nick Nimble

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i quickly opened your scene in H12.
Using bullet solver it seems to work as it should!
still not working with rbd..
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