Thank you for the follow-up video! I didn't know it makes trouble. Until recently, I hadn't even known the "overwrite with SOP" function even existed. I guess I shouldn't trust it to work in every case
Its good to know regardless. Depending on the situation it might not cause issues and might be the easiest. Always good to know multiple ways to do things
With the noise it is actually working as expected. Having the constraints poping back in makes sense as you noise is moving, so the red color will go up, but also down. To fix that, you can use a sop solver and compare the last frame with the current frame. You can then use the max(@currentFrame, @oldFrame) which will make sure the red value is never coming back down, and so the constraints that are deleted will not reappear
Glue constraints already breaks automatically using primitive "strength" primitive atribute on the constraints which when you fracture it automatically creates as a uniform value, if you use a randomize SOP on the constraints geo you can control how they break without need to use any wrangles inside. You can also use RBD configure sop to do that.
Sop level animation doesn't always work as expected from my experience. The strength attribute even if set to 0 doesn't always cause the constraints to break if there isn't enough movement. You can also do more complex things by using wrangles inside the solver. It's important to know how to make the wrangles work on constraints
@@InsideTheMindSpace All I am saying is that if you check "overwrite with SOPs" on the constraints advanced tab you can do the same group delete constraints in SOPs.
Thank you for the follow-up video! I didn't know it makes trouble. Until recently, I hadn't even known the "overwrite with SOP" function even existed. I guess I shouldn't trust it to work in every case
Its good to know regardless. Depending on the situation it might not cause issues and might be the easiest. Always good to know multiple ways to do things
With the noise it is actually working as expected. Having the constraints poping back in makes sense as you noise is moving, so the red color will go up, but also down. To fix that, you can use a sop solver and compare the last frame with the current frame. You can then use the max(@currentFrame, @oldFrame) which will make sure the red value is never coming back down, and so the constraints that are deleted will not reappear
Can u make a the SOP solver version?
Glue constraints already breaks automatically using primitive "strength" primitive atribute on the constraints which when you fracture it automatically creates as a uniform value, if you use a randomize SOP on the constraints geo you can control how they break without need to use any wrangles inside.
You can also use RBD configure sop to do that.
Sop level animation doesn't always work as expected from my experience. The strength attribute even if set to 0 doesn't always cause the constraints to break if there isn't enough movement. You can also do more complex things by using wrangles inside the solver. It's important to know how to make the wrangles work on constraints
@@InsideTheMindSpace All I am saying is that if you check "overwrite with SOPs" on the constraints advanced tab you can do the same group delete constraints in SOPs.