animate velocity attibute over time in vellum

   223   3   1
User Avatar
Member
16 posts
Joined: Dec. 2018
Offline
Hello,

I'm trying to create some bullet impacts in a cloth. I have created am animated attribute to drive the impacts and modify the velocity. Then inside vellum solver added a pop wrangle to modify the points velocity. This is the code:

if(f@impact >0) @v = {0,0,200};

The only problem is that the vellum solver looks like is not reading my animated attribute.

Any help is apreciated.
User Avatar
Member
8785 posts
Joined: July 2007
Offline
Where are you animating your f@impact?
- If in SOPs you then need to sample it in DOPs yourself as Vellum is not updating attributes from SOPs automatically

- once you make sure f@impact is correctly updating the values your code should work, however, I'd avoid setting v@v directly, use v@force += {0,0,200};
Or use POP Force with VEXpression
Tomas Slancik
FX Supervisor
Method Studios, NY
User Avatar
Member
16 posts
Joined: Dec. 2018
Offline
Hi Tamte,

Thank you for your response.

Yes, I'm animating that f@impact attribute in SOP. I have tried insdie the DOP vellum solver to add a wrangler, tried with pop and geometry wrangler. But it does not update my attribute f@impact.

I have created a simplified secene file with two dops, one with the animated attribute that I cannot make it work and another with two diferent attribs @impact and @impact1 that I'm activating based in the frame using same DOP wrangler configurati8on but with this code to triger at especific frame. But it will be bette if I could use the animated attribute.
if (@Frame ==11 && f@impact>0) @v = set(0,0,300);
if (@Frame ==41 && f@impact1>0) @v = set(0,0,300);

Thanks

Attachments:
Impacts.hipnc (725.6 KB)

User Avatar
Member
16 posts
Joined: Dec. 2018
Offline
BTW, changed @v to v@force as you suggested and it works better, thanks
  • Quick Links