[Sidefx-houdini-list] Re: Auto detect Glue strength?
pbowmar at gmail.com
Thu Aug 24 03:41:23 EDT 2006
I'm not even concerned with something hitting it, which certainly
makes the calcs harder. I just want a glue object to stay together in
gravity on a flag surface without having to experiment. I know you can
look at the Impulse values in Details but when you have 100+ pieces in
your glue object, trying to add those up then do whatever calcs need
to be done isn't trivial...
No matter, one day when I have some time I might make an HDA for
this, so Mr. Zerouni doesn't hog the Exchange :)
On 22/08/06, Ben Schrijvers <Ben.Schrijvers at framestore-cfc.com> wrote:
> Hi Peter,
> No fooling around with cricket balls then.. Sounds like a nice HDA you
> have in mind.
> I'm not sure how to do it though. It sounds like there would still be a
> lot depending on that "something" that hits it.
> Like the speed and velocity of that hitting object.
> I think if your object hits the glue object you can actually read how
> much glue impulse it recieves on that frame in the detail view window.
> That could save you some trail and error time.
> Hmmm one step closer to an HDA that tries to calculates a glue threshold
> would be an option to calculate mass in Sop's.
> That's already an existing RFE.. might fit nice in the Measure Sop or
> maybe ISO Offset...
> Actually for X3 I solved a simular problem by freezing transformation
> channels in CHOP's.
> Peter Bowmar wrote:
> > `crickets chirp`
> > On 20/08/06, Peter Bowmar <pbowmar at gmail.com> wrote:
> >> Hi,
> >> Does anyone have a relatively painless way to calculate the glue
> >> strength required to hold an RBD object together so that it will not
> >> collapse sitting on a GROUND plane with gravity, but will break apart
> >> easily if something else hits it? Right now it's pretty much trial and
> >> error which sucks when it takes minutes/hours to calc the sim...
> >> Cheers,
> >> Peter B
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