I am facing a very annoying issue and i think it is just a simple fix but I have a relatively simple scene with some cubes which are placed on some grids via copytopoints. I am running the points through a bunch of attrributerandomizers and the feeding the whole thing into the rbdbulletsolver.
The problem is that when i run the copy to points into the rbdsolver, the colliders are not following the motion of the cubes. I tried turning on deforming geometry in the collisions tab of the solver but it still doesn't work. I have set the start frame for the solver to $F to allow for the attributes to be accounted for each frame but i feel like this might not be the right thing to do.
TLDR collider shape not following geometry correctly.
I have attached a screenshot and the file, any help would be super appreciated
Don't set the start frame to $F, this is causing the objects to be created at every frame which will kill performance and adds these offsets you're seeing. If you want to inherit animated attributes from SOPs, under Properties > Pieces > Override Attributes > Attributes, add whatever attribute you want to update there.
If you want the RBDs to match the orientation of the input cubes, you can either completely overwrite w or use targetw and spinresist attributes to get something a little less contrived.