I've recently been working on a scene where I need multiple bent sticks to fracture.
I fractured a stick with normal glue first, but that looked too much like a shatter, then I messed with Bullet Soft Constraints before I eventually got a pretty good looking result!

HOWEVER I then had no idea how to make multiple sticks from these multiple, interlinked networks. The automatically set up DOP network meant I had no idea how things were hooked up or what was going on.
After going through Steven Knipping's “Rigids I” course [www.cgcircuit.com] and creating fracture networks from scratch, I had a better idea of what was necessary. This time I assembled the primitives of the stick and copied them with a copytopoints, building the constraints after a wrangle to create the name attribute.
THE PROBLEM is that while I was previously connecting adjacent pieces from surface points, now I can only connect adjacent pieces from points. This makes sense because the primitives are packed, but it means that the constraints only connect to the one centroid point, which allows the pieces to be able to slide out of place as the simulation runs.

Previously they were being held it place nicely because each long shard was constrained in multiple places. Now just running the sim without outside force will cause them to eventually slide apart and become a jagged mess.
Is there a way to use surface points to build these constraints? Build them upstream and copy them for use later? Unpack and re-pack? I feel like I understand more of what's going on than I did, but I'm kind of lost here.
Thanks,


