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Work in Progress » Match-stick-man
- Mogfx
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Thanks for the very specific advice! I kinda liked the larger flame because it kinda fits the angry stickman, but now that I look at it it feels a little silly
Work in Progress » Match-stick-man
- Mogfx
- 5 posts
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Hi, everyone. First post here
This simulation involves 3 simulations driving each one driving the next: eroding the matchstick with a sop solver to get a the deformed shape and also generate the fuel for the pyro sim. I might have overengineered it (just a little) with the flame temperature feeding back to the geometry and accumulating as a “glow” attribute for shading. I'll probably change that to something more manual.
Looking for some critique and how to improve this. Tips on how to do a better breakdown would also be appreciated
Thanks in advance!
Technical Discussion » Some pieces stay in the air when destroying a building
- Mogfx
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The propagated growth idea sounds promising.I was trying to make the building fall be simulated as much as possible as opposed to controlling everything with constraints, but I guess your proposal gives better art direction too.
If I do the constraint deletion in SOPs, will the simulation still be able to break them or will it always bring in new constraints from SOPs overriding whatever happens in DOPs?
If I do the constraint deletion in SOPs, will the simulation still be able to break them or will it always bring in new constraints from SOPs overriding whatever happens in DOPs?
Technical Discussion » Some pieces stay in the air when destroying a building
- Mogfx
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Thank you for the reply, Midasssilver. Without the glue it does crumble completely on its own. I used a visualizer node to visualize @active attribute and it looks good. It think it has something to do with how Bullet seemingly only “activates” pieces that have been hit and ignores others to speed up the sim.
I've attached my project here. I apologise for the mess
I've attached my project here. I apologise for the mess
Technical Discussion » Some pieces stay in the air when destroying a building
- Mogfx
- 5 posts
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I'm trying to destroy this building by deleting glue constraints according to proximity to the animated “tendrils”. For the most part it seems to work as expected except that some pieces stay up in the air.
I've tried disabling sleep from the rigid body solver by using 0 as sleeping time with no noticeable difference. I've also tried increasing the glue constraint iterations from 1 to 50 or even 500 which slightly improves the situation and produces less floating pieces but doesn't fix the problem.
I've tried disabling sleep from the rigid body solver by using 0 as sleeping time with no noticeable difference. I've also tried increasing the glue constraint iterations from 1 to 50 or even 500 which slightly improves the situation and produces less floating pieces but doesn't fix the problem.
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