Hello,
As far as I know, glue constraints are broken with an impact force.
How can I cheat this impact force and for example turn an attribute generated by the pyro spread into an impact attribute that the RBD dop network would understand, or with the RBD Sop solver workflow?
Thanks a lot for any help
RBD - breaking glue constraint without an impact force
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- anbt
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- npetit
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On the RBD Bullet Solver SOP, in the Constraints section, add "Glue" to the breakable constraint names (or set it to *) and enable VEXpressions down the bottom. In the VEX presets/examples, there is an example there that breaks constraints based on the RBD velocity of the constrained pieces (if the difference in magnitude of the velocity is above a certain level or if the direction diverges too much).
Here's a hip file with an example of setting the force on the RBD pieces from a pyro explosion and breaking the constraints if the applied force diverges too much.
Here's a hip file with an example of setting the force on the RBD pieces from a pyro explosion and breaking the constraints if the applied force diverges too much.
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- anbt
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Ok thank you for this.
I remember this tutorial https://www.sidefx.com/tutorials/destruction-fx-in-sops/ [www.sidefx.com] also shows a way in the RBD sop solver to influence the impact with the velocity.
What I am trying to achieve seems simpler but I can't make it. I generated a burn attribute but I don't know how to transfer it so when the pieces are burned they are breaking, but the ones that are not burned keep deforming until burned.
I remember this tutorial https://www.sidefx.com/tutorials/destruction-fx-in-sops/ [www.sidefx.com] also shows a way in the RBD sop solver to influence the impact with the velocity.
What I am trying to achieve seems simpler but I can't make it. I generated a burn attribute but I don't know how to transfer it so when the pieces are burned they are breaking, but the ones that are not burned keep deforming until burned.
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- anbt
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- anbt
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solution to my issue; deleting constraints during sim.
- In DOPS, SopSolver plugged into the third input of ConstraintNetwork.
- inside SopSolver, attributeTransfer of the attribute meant to control the deletion onto the constraints (DOP Import - relationship geometry)
- promote attribute to primitive if it was on points
- create rules in a primitive wrangle where your attribute sets some primitives to active: @group_active=1
- copy active group onto 'relationship_geometry' (the constraints)
- wrangle: @group_broken=1 on active group
- delete active group
- In DOPS, SopSolver plugged into the third input of ConstraintNetwork.
- inside SopSolver, attributeTransfer of the attribute meant to control the deletion onto the constraints (DOP Import - relationship geometry)
- promote attribute to primitive if it was on points
- create rules in a primitive wrangle where your attribute sets some primitives to active: @group_active=1
- copy active group onto 'relationship_geometry' (the constraints)
- wrangle: @group_broken=1 on active group
- delete active group
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