Gilango
Gilango
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RBD simulation on deforming object June 29, 2015, 1:21 p.m.
Any ideas/help ?
RBD simulation on deforming object June 24, 2015, 3:55 p.m.
Hello everyone,
I have a ground surface which has a basic crack animation that makes the ground split it into two along the crack. It is imported from Maya as an alembic sequence. I am working to get small fractured pieces to fall off as debris as the crack grows. After reading lot of posts and going through sample hip files in this forum, I was able to figure out how to make the debris fall off as the crack grows. (using active value node) This works like a charm if I am doing it on a simple box without any deformation. If I switch it back to the alembic sequence, I am not getting the result. I tried checking “use deforming objects” option in RBD but no luck.
I was going through this video
https://vimeo.com/65238554 [vimeo.com]
I'm assuming I can achieve the effect I'm going after if I use his approach. In the comment section he has mentioned that the voronoid is applied to the T-pose of the object and not to the sequence. Then he matched the P attribute to the animated character. I'm not sure how to do that? Is there any other way to approach this issue?
Thanks,
Gowthaman Ilango.
I have a ground surface which has a basic crack animation that makes the ground split it into two along the crack. It is imported from Maya as an alembic sequence. I am working to get small fractured pieces to fall off as debris as the crack grows. After reading lot of posts and going through sample hip files in this forum, I was able to figure out how to make the debris fall off as the crack grows. (using active value node) This works like a charm if I am doing it on a simple box without any deformation. If I switch it back to the alembic sequence, I am not getting the result. I tried checking “use deforming objects” option in RBD but no luck.
I was going through this video
https://vimeo.com/65238554 [vimeo.com]
I'm assuming I can achieve the effect I'm going after if I use his approach. In the comment section he has mentioned that the voronoid is applied to the T-pose of the object and not to the sequence. Then he matched the P attribute to the animated character. I'm not sure how to do that? Is there any other way to approach this issue?
Thanks,
Gowthaman Ilango.