duuback

duuback

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Static to Active RBD Control Sept. 18, 2012, 1:09 p.m.

Hi rafaels, right now my test scene only really consists of my fractured object (an imported .obj file), and the rbd network.

I tried setting the object up as a rbd glue object, then after it gets hit initially animate the glue strength down to 0, but the object stuck together until it hit the ground. Maybe that's just because they're all travelling on the same trajectory still and it just looks like they're stuck together, idk. Don't hesitate to say if I did that wrong, but that's about as far as I got.

My initial thought was to use a secondary object to make a group selection of fragments, so primitives inside the selection object will go into this group which I can make active in the sim. Primitives outside the object aren't active yet, but I'd animate the selection object over time to include all the primitives. I don't have a clue where to start with that one though.

Any relevant tutorials would be appreciate. Cheers!

Static to Active RBD Control Sept. 17, 2012, 9:17 p.m.

Let me see if I can explain this well. I have a prefractured object that I want to keyframe position/rotation as a whole, but at a certain point have the sim take over for individual fragments. The idea is to have the object get hit in the center which would cause those fragments to shoot off and send shockwaves out to the rest of the object, causing it to split apart. So I guess my question is how can I control the fractured object on a per-fragment basis for the sim?

I have a few thoughts how to go about it, but with my limited knowledge of Houdini its hard to see the whole process. Thanks for any help!

Render Flag & Display Flag July 18, 2012, 1:55 p.m.

Thanks twod, that works!