Bit of a waffly post here.. mostly for my own ref..
I had a case where there were a bunch of colour swatch cards in a display case of sorts. They needed to fly out of their resting position, but also had to vibrate and wiggle a little before this.
For context - I chose to use RBDs & the Bullet Solver, packed primitives for all of this, as there didn't need to be any clothy/plastic Vellum defomations.
So-
1) 10-15 frames run-up sim to settle
2) Cards gradually wiggle, not all at once.
3) Some cards shoot out of their position, not all at once.
The challenge is to effectively create an activation for the individual forces that effect the cards.
At first I was using the RBD-branded wind and fan forces - which did provide the necessary dynamic effect, but I couldn't figure out a way to use groups, or to trigger their activations on a per-packed-piece-point basis. These forces were connected one after another in a chain.
The solution is to use POP-Streams. In my case, we can plug this into an Rigid Body Solver (the 3rd input), as it already has a multi-solver, bullet solver and some other clever bits built into it.
We need to create a master POP stream with the rule set to include all the calculated points. You can/should initialise any values in this stream to account for any points that aren't picked up by the other streams. This might include making them active or not...
From this we can then connect secondary POP streams, each with their own rules and POP force nodes.
I tended to use the random stream option as a way to gradually and naturally add points to the stream.
Something I tried to get working was splitting streams one step further.. eg. A splits off to B ...but B then splits into C & D. This didn't quite go as planned.
I was trying to achieve a slow random addition to a stream/group and then for the cards to go either to the Left or Right, using POP forces. A bit of an inelegant solution, but I ended up creating two streams instead of B producing it's own two, (A divides into B AND C) using SOP bounding boxes. To achieve the random addition effect, I animated a threshold, which determined when the cards would activate. Each stream would then have its own POP forces. Much more control overall.
Showing posts with label group. Show all posts
Showing posts with label group. Show all posts
Monday, 27 January 2020
Saturday, 19 October 2019
group centroids
group centre/centroid - intstead of blasting out groups and using $CEX etc, you can just use $GCX, $GCY, $GCZ in your transform pivots.
Friday, 19 April 2019
Group selection expand.
If you need to expand your group's point selection, make ANOTHER group node straight after it.
Specify the same name and change it to Point type (this only works with points I think).
Set the Initial Merge to Union with Existing.
Untick Base Group.
Tick "Include by Edges" and also "Edge Depth".
Specify the group name in the Point Group box and drag the slider to see your point selection increase.
If you want to put the expanded selection into a new group, give it a different name at the top.
If you want to put the expanded selection into a new group, give it a different name at the top.
Thursday, 22 September 2016
bounding box group node for faster VDB meshing
Group points, turn off numeric, enable bounding points & change bounding type to points only.
Blast away particles before VDB evaluation to save on computation time.
Blast away particles before VDB evaluation to save on computation time.
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