How could I add rotation to Debris?

   4054   3   0
User Avatar
Member
426 posts
Joined: Aug. 2015
Offline
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.
Masoud Saadatmand (MSDVFX)
User Avatar
Member
16 posts
Joined: Dec. 2015
Offline
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!
Edited by Jose Zalez - Nov. 30, 2018 07:32:40
Vimeo: https://vimeo.com/josezalez [vimeo.com]
User Avatar
Member
426 posts
Joined: Aug. 2015
Offline
Hi Jose;
I think that link is more about particle spinning, but I want particles rotate naturally based on velocity,distance,direction and pscale.

I tried this file based on some tutorials but it's not complete solution:

Attachments:
Rotating Debris_03.hip (1.0 MB)

Masoud Saadatmand (MSDVFX)
User Avatar
Member
16 posts
Joined: Dec. 2015
Offline
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!
Vimeo: https://vimeo.com/josezalez [vimeo.com]
  • Quick Links