RBD transform pieces issue with deforming object
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- Edwin_Fuhrmann
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Hey folks.
I have a geo which is deforming and gets activated over time in a rbd sim.
Afterwards i want to use transform pieces but getting weird behavior when deforming the high res geo.
I guess its because of the pieces getting deformed but not fitting the animation of the rbd sim. I attached a simplified version of the simulation, would be nice if someone could take a look. cheers!
I have a geo which is deforming and gets activated over time in a rbd sim.
Afterwards i want to use transform pieces but getting weird behavior when deforming the high res geo.
I guess its because of the pieces getting deformed but not fitting the animation of the rbd sim. I attached a simplified version of the simulation, would be nice if someone could take a look. cheers!
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- evanrudefx
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There are quite a few things going on here:
1. when you use the transform pieces, the input geometry needs to be static.
2. I would change how you are doing the shrink wrap. the way you are doing it now has changing topology.
What you are doing doesn't really make sense. In this case the transform pieces isn't the node you want. The animation on the object happens before the geometry is packed. So if you use rbd transform pieces, nothing will move until the pieces become active and start falling. That will look incorrect because it essentially is only getting movement from the sim and no movement from when the pieces are inactive and following animation.
It only appears to work at first the first few frames the way you have it. But that is because you are feeding the animated input into the transform pieces sop. The reason why it starts to break is because you are applying the simulated movement over the animation, so its getting "double" the movement in some cases. But as I said earlier, you need to feed the static geo into the the transform pieces sop.
All that being said, it doesn't make sense to use the transform pieces sop. That only works for rigid animation with no deformation. But you fed deforming geo into the dopnet.
If you use RBD deform pieces sop you will get the deformation you added (where as you would not get deformation with the transform pieces sop).
1. when you use the transform pieces, the input geometry needs to be static.
2. I would change how you are doing the shrink wrap. the way you are doing it now has changing topology.
What you are doing doesn't really make sense. In this case the transform pieces isn't the node you want. The animation on the object happens before the geometry is packed. So if you use rbd transform pieces, nothing will move until the pieces become active and start falling. That will look incorrect because it essentially is only getting movement from the sim and no movement from when the pieces are inactive and following animation.
It only appears to work at first the first few frames the way you have it. But that is because you are feeding the animated input into the transform pieces sop. The reason why it starts to break is because you are applying the simulated movement over the animation, so its getting "double" the movement in some cases. But as I said earlier, you need to feed the static geo into the the transform pieces sop.
All that being said, it doesn't make sense to use the transform pieces sop. That only works for rigid animation with no deformation. But you fed deforming geo into the dopnet.
If you use RBD deform pieces sop you will get the deformation you added (where as you would not get deformation with the transform pieces sop).
Edited by evanrudefx - Feb. 9, 2024 18:36:48
Thanks,
Evan
Evan
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- Edwin_Fuhrmann
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- Joined: Aug. 2021
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