Restrict specific Rotation and Position with RBD
966 5 1- adro
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Hi! I'm working on a personal project where I need to make a medieval type Stone Wall.
I used the uv layout method to place the stones, now I'd like to do a simple rbd sim to de-intersect using the found_overlap trick.
I need the sim to not move on Z Position and Y Rotation. Using @P=0; on a Geometry Wrangle helps but it transforms the stones to the center (It needs to respect the pre-sim Z Position).
Thanks!
I used the uv layout method to place the stones, now I'd like to do a simple rbd sim to de-intersect using the found_overlap trick.
I need the sim to not move on Z Position and Y Rotation. Using @P=0; on a Geometry Wrangle helps but it transforms the stones to the center (It needs to respect the pre-sim Z Position).
Thanks!
Edited by adro - 2024年5月1日 03:57:39
- Honza Topinka
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- adro
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Thanks for the reply Honza,
I haven't been able to reproduce your solution, I'm new to rbd and dops sorry
This is the code I tried for the geometry wrangle (connected to postsolve)
As I mention on the start, this is part of a medieval wall. My objective with the rbd part is to give more variety to the uv-layout result and get something like this texture [quixel.com].
This is my progress so far, but a lot of stones still intersect. The stones are all packed primitives.
If you can provide an example it would be very helpful
I haven't been able to reproduce your solution, I'm new to rbd and dops sorry
This is the code I tried for the geometry wrangle (connected to postsolve)
vector rest = point(0, "rest", 0); @P[2] = rest[2]; # no idea on how to restrict the y rotation
As I mention on the start, this is part of a medieval wall. My objective with the rbd part is to give more variety to the uv-layout result and get something like this texture [quixel.com].
This is my progress so far, but a lot of stones still intersect. The stones are all packed primitives.
If you can provide an example it would be very helpful
Edited by adro - 2024年5月6日 07:14:47
- Benyee
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- Ruteger1
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- adro
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