Hello,
I want to blend animation for fractured object made in dops with some “hand-made” animation.
Hand-made is just a popnet with number of particles equal to number of pieces.
Blending works, but all pieces follows one particle instead of following individual particle for each fractured piece.
What's wrong with this setup?
RBD Fractured object and Blend solver
5621 8 3- sergey_sh
- Member
- 22 posts
- Joined: 6月 2008
- Offline
- rafaels
- Member
- 700 posts
- Joined: 3月 2009
- Offline
here's what you want… I guess!
Toronto - ON
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
- sergey_sh
- Member
- 22 posts
- Joined: 6月 2008
- Offline
- rafaels
- Member
- 700 posts
- Joined: 3月 2009
- Offline
Silly me, I was going to post a link and firefox froze, and once I got back I had already forgotten… Talk about short attention span…
Here it goes:
http://vimeo.com/18275683 [vimeo.com]
Here it goes:
http://vimeo.com/18275683 [vimeo.com]
Toronto - ON
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
- sergey_sh
- Member
- 22 posts
- Joined: 6月 2008
- Offline
- rafaels
- Member
- 700 posts
- Joined: 3月 2009
- Offline
I see… I don't exactly know why the blend solver then, could you expand on the specific need of a blend solver setup?
I've achieved similar results using the keyframe active DOP and procedurally activating it based on DOPs data (impact, or any ohter data, like particle age, for example). So maybe if I understood the problem I could help more… or not…
Cheers
I've achieved similar results using the keyframe active DOP and procedurally activating it based on DOPs data (impact, or any ohter data, like particle age, for example). So maybe if I understood the problem I could help more… or not…
Cheers
Toronto - ON
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
My Houdini playground [renderfarm.tumblr.com]
“As technology advances, the rendering time remains constant.”
- sergey_sh
- Member
- 22 posts
- Joined: 6月 2008
- Offline
The goal is to achieve smooth blending between rbd sim and hand-made anim.
This example is what I'm trying to do, except jump at frame 70 when switching from simulation to points animation.
If make this transition smooth over time - this will be exactly what I'm looking for.
Thanks for your help.
This example is what I'm trying to do, except jump at frame 70 when switching from simulation to points animation.
If make this transition smooth over time - this will be exactly what I'm looking for.
Thanks for your help.
TD @ Mr.X Inc
- ylindqui
- Member
- 14 posts
- Joined: 1月 2009
- Offline
- sergey_sh
- Member
- 22 posts
- Joined: 6月 2008
- Offline
-
- Quick Links