Hi;
In a RBD fractured sim, I tried to use “Debris” as detail chunks and when I copy some boxes on debris's particles, the boexes are not rotating based on particles traveling.
Is there any way to add rotation to debris, to make them look more real?
Thanks.
How could I add rotation to Debris?
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- Masoud
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- Jose Zalez
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Hey! As they say in this post [www.sidefx.com], you can use the torque or w attribute to give an initial rotation or make a simple expression to give them overtime.
Good luck!
Good luck!
Edited by Jose Zalez - Nov. 30, 2018 07:32:40
Vimeo: https://vimeo.com/josezalez [vimeo.com]
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- Masoud
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- Jose Zalez
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Hey! as you said, you are working with debris and debris are particles so initializing the w attribute activating the compute angular velocity could fix some issues. There's this tutorial [vimeo.com] of rolling debris using vex, are you trying the same implementation using vops by any chance? Just checked your file but couldn't find the problem, disabling the remove attributes in the debris source and moving the rot node under the merge got the rotations directions and behavior right but couldn't get them to stop as they slowed.
Hope someone can give a hand!
Hope someone can give a hand!
Vimeo: https://vimeo.com/josezalez [vimeo.com]
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