Vellum dynamic restlength by attribute

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I am trying to change the restlength dynamically during the sim using an attribute. I am creating the mask attribute on the constraints on Sop level and then referencing that inside the Vellum solver with a geometry wrangle running over prims.

Doesn't seem to work, but can't figure out why. Any tips?

Attachments:
vellum_dyn_rest.hiplc (544.1 KB)

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I'd use a Vexpression to assign the restlength, and a popwrangle to manage the Cd.

It's not very pretty, but here's proof of animated MOPs attribute transfer.

Check out this topic, too:
https://www.sidefx.com/forum/topic/87302/ [www.sidefx.com]
Edited by Enivob - 2022年11月16日 16:23:58

Attachments:
mop_vellum.gif (252.4 KB)
ap_vellum_dyn_rest.hiplc (570.7 KB)

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yeap! thank you vellum constraint properties did the trick. not sure why i couldn't get it to work with a geometry wrangle though
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The order of prims are changed when Vellum starts to solve. That's the reason why just copying the values over from Sops doesn't work. A custom prim index attribute could help identifying the correct pairs of constraint prims.
https://behance.net/derya [behance.net]
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Here's an enumerate to get the custom index attribute and the geo wrangle to get the mops mask affecting restlength:

Attachments:
houdini_vem84BNRPo.png (172.4 KB)
houdini_FWzAr5Dw9s.png (95.5 KB)
vellum_dyn_rest_yader.hiplc (545.5 KB)

https://behance.net/derya [behance.net]
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that makes sense! thanks a lot Yader
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