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Bullet Collision Object velocity Oct. 27, 2021, 7:50 p.m.

I am hitting a wall and hoping someone can enlighten me here.

I have an animation of bullet RBDS and a collider animation. I'd like to overcrank the velocity on the collider object, without
re-animating it to move faster.. so when the collision happens it imparts 2-5x the amount of force on the active RBDS it normally would.. for the life of me, I can't get this to work in a simple manner... I can probably do some trickery with transferring attributes from the collider to the RBDS and using this as a mask to mult up the velocity in a pop wrangle inside the solve, but that seems like overkill?

Am I missing something here? thanks!


Enter into viewer state/context of a node inside an HDA April 2, 2021, 3:08 p.m.

Ah.. I FINALLY got it working! This may not be the easiest way, but it does work! So as in the video,
I used the "import block" to pull in all the attributes from the pathdeform node.

Then to get the handles and all the drawables to work, promoted up..
I ended up copying the whole python state, from the pathdeform to my HDA and then
I finally figured out that it needed to point at the nodes from within the pathdeform to do a lot of the drawables and custom handles. so I just did a search for anything with node.node("<nodename>") and tagged in "pathdeform1/<nodename>"
and it all works like a treat!

Thanks all for the help. If anyone has other ideas or ways for this to work differently feel free to keep chiming in!


Enter into viewer state/context of a node inside an HDA April 2, 2021, 2:34 p.m.

Thanks for the video link! It was helpful to see how its done with the Attrib-paint however it seems its a bit trickier with the node I'm trying to use, pathdeform hopefully I'll figure out the right combination at some point.