[Sidefx-houdini-list] DOPs features

Andrew D Lyons tstexture at gmail.com
Mon Jan 16 20:14:53 EST 2006


Ha! Thanks Mark, You're more than qualified to make suggestions, and
providing example files will allow me to rigorously verify everything you've
pointed out. ;)

Cheers


On 14/01/06, Mark Tucker <mtucker at sidefx.com> wrote:
>
>
> Is it cheating if I contribute? A few more points, with sample files
> from the RBD Solver help card. Some of these may not be considered
> precisely features of "RBD" within Houdini, but of the dynamics
> architecture as a whole.
>
> 1. Houdini's RBD works with deforming geometry. See the Deforming RBD
> sample file.
>
> 2. The breaking apart of pre-fractured/glued object can be either
> automatic based on impacts, or choreographed based on keyframing or
> other features/events in the simulation (your list only mentions the
> automatic breaking shown in the Breaking Rock sample). See the
> Choreographed Breakup sample for a more procedural approach.
>
> 3. Ability to interact with other solvers (cloth, POPs, etc). See the
> Cloth Rbd Interaction and Match Shape samples.
>
> 4. Ability to control a simulation in a procedural way based on
> expressions and information from the simulation. See the Freeze sample.
>
> 5. RBD can be augmented with additional DOPs solvers to achieve a
> variety of more complex effects. See the Denting With POPs example,
> which also demonstrates point 3 (and 4 in a way as well).
>
> 6. Integration with the rest of Houdini allows RBD results to be applied
> procedurally to control other parts of an animation. The Proxy Geometry
> sample shows this in its simplest form where the RBD motion is applied
> to different objects than the ones used in the actual simulation.
>
> 7. Fantasticaly friendly and responsive Side Effects support and
> development staff :)
>
> Mark
>
> Andrew D Lyons wrote:
> >   I'm attempting a list of some of the special/unique features and
> outcomes
> > possible with the RBD tools in DOPs.
> >
> >
> >    -
> >
> >    Simulations can be optimized for any number of objects and any degree
> >    of accuracy.
> >     -
> >
> >    Objects can be constrained in multiple axes so that keyframe
> animation
> >    can be combined with rigid body animation.
> >    -
> >
> >    Model weight, shape and complexity need not have a corresponding
> >    effect on simulation time.
> >    -
> >
> >    Pre-fractured models can be set to only break apart according to the
> >    specific forces involved in a particular impact.
> >    -
> >
> >    Stand-alone rigid body dynamics tools of comparable ability cost far
> >    more than a license of Houdini, and come without all the other tools
> that
> >    Side Effects Software has accumulated in Houdini over two decades of
> >    development.
> >
> >
> > I welcome people to add to these. (until Monday night - L.A. time)
> >
> > Thanks! - it's for a good cause...
> >
> >
> > --
> > =======================================
> > Andrew D Lyons | Digital Artist | http://www.tstex.com
> > =======================================
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--
=======================================
Andrew D Lyons | Digital Artist | http://www.tstex.com
=======================================



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