RBD Bullet Solver

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Hello guys! Got some questions about the new “RBD Bullet Solver.” Does anyone know how to remove constraints based on certain position attribute conditions?
You could see the simple vex that I’ve typed in the attached pic. But seems like it doesn’t work… I would be very grateful if anyone can tell me where did I do wrong.

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The proper VEX syntax to is
removeprim(0, @primnum, 1);
- the last argument specifies whether or not to remove the primitive points along with the prim itself, so as to avoid having unconnected points left.

However, the VEXpression is only being run on the group of constraints that have the specified constraint names "Soft" and "Hard". If you want this to run on your Glue constraints, add "Glue" to the "Constraint Names" parameter, or replace it all with "*" instead if you want it to run on all constraint types.
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