Using Animated Objects in the RBD Bullet Solver in Houdini

แชร์
ฝัง
  • เผยแพร่เมื่อ 2 ส.ค. 2024
  • Using animated objects in the Bullet Solver isn't as straightforward as it may seem. We go over how to use animation as well as mixing animation, gravity and static objects.
    Leave a like and a favorite if you enjoyed. Subscribe if you want to.
    Please let me know what you thought of the video.
    Follow me-
    insidethemind.space/
    / stormzedits
    / mindofstormz
    www.artstation.com/matt_ekstrom

ความคิดเห็น • 38

  • @Digital_Guerrero
    @Digital_Guerrero 3 ปีที่แล้ว +4

    How can you do this but have the cube animated and break when it hits something. Like a bat hitting a ball? And the bat having the rbd fracture on it?

    • @InsideTheMindSpace
      @InsideTheMindSpace  3 ปีที่แล้ว +3

      I havent done that myself but I have some thoughts. Don't want to give you wrong information. I will get back to you when I have a minute to test some things

    • @InsideTheMindSpace
      @InsideTheMindSpace  3 ปีที่แล้ว +14

      I figured it out. Seems more difficult than it actually is. Set up your animation like normal, place the RBD material fracture after the animation, then place a RBD configure node after that. The configure node is the key. You want to animate the Active and Deforming settings of the configure node. Set the active to zero until the frame of collision and the deforming to one until that same frame. The frame that they collide on you want to set active to one and deforming to zero. This will make the object active and disable the animation so that the simulation can take over. That was a really good question. Thanks for bringing that up. I probably will make a video for that.

    • @Digital_Guerrero
      @Digital_Guerrero 3 ปีที่แล้ว

      @@InsideTheMindSpace Thanks that worked! I set the active to 0 and animated to 1 then grouped the pieces that don't need to be destroyed. Like so the handle of object doesn't crumble in the character's hand.

    • @InsideTheMindSpace
      @InsideTheMindSpace  3 ปีที่แล้ว +1

      @@Digital_Guerrero Glad that you got it figured out.

    • @axe_fx
      @axe_fx 3 ปีที่แล้ว

      @@InsideTheMindSpace yup was going to type the same answer, this also applies to this video since you could have just did these steps on the rbd configure node instead of using "attribute adjust integer"

  • @artemsh6302
    @artemsh6302 ปีที่แล้ว

    Thanks a lot! This video is exactly what I was looking for!
    It would be really cool if you could add more playlists on different Houdini themes. I would love to see your RDB playlist now where the videos are in the correct viewing order. Thanks again!

  • @RibeyeconAdventures
    @RibeyeconAdventures 3 ปีที่แล้ว +1

    wow awesome! thank you for making this! I spent about an hour trying to figure this out on my own without any success.

    • @InsideTheMindSpace
      @InsideTheMindSpace  3 ปีที่แล้ว +1

      Happy to help. Definitely a little confusing at first

  • @ModelWhatYouSee
    @ModelWhatYouSee ปีที่แล้ว +1

    Hi! Great tutorials! I'm trying to have two animated objects collide together and then break apart. Do you have any ideas on setting this up? I thought it would be simple but I haven't got it to work. i've tried vellum shape match and this method...

  • @brookslee2227
    @brookslee2227 7 หลายเดือนก่อน

    thank you so much bro, you literally saved my ass ! I searched a lot of videos to find out how to do this !

    • @InsideTheMindSpace
      @InsideTheMindSpace  7 หลายเดือนก่อน

      Well I'm glad you got it figured out

  • @rattlesnake3d
    @rattlesnake3d 2 ปีที่แล้ว +1

    awesome man!, great explanation , thank you.

  • @timothycook
    @timothycook 2 ปีที่แล้ว

    Holy smokes I was searching and searching trying to figure out why my collision object wouldn't move, or would just drop to the floor. Wish google would have made you the first hit. :) Thanks!!!

    • @InsideTheMindSpace
      @InsideTheMindSpace  2 ปีที่แล้ว +1

      As long as you got there eventually. I'm glad I could help.

  • @prony5145
    @prony5145 3 ปีที่แล้ว +1

    Wow, great video!

  • @clemlysergy3335
    @clemlysergy3335 2 ปีที่แล้ว

    Fantastic stuff, the parts about using the name and active attributes really improved my understanding. BTW you don't need the attr adjust if you turn on the checkbox for each Active entry, and then set each to 0 or 1 as required there - so the active attribute exists on each before going into the merge.

    • @InsideTheMindSpace
      @InsideTheMindSpace  2 ปีที่แล้ว

      Happy to help. And you are correct. I realized that later on

  • @pavinivfx
    @pavinivfx 2 ปีที่แล้ว

    How to create a pin constraint inside sop bulletsolver?

  • @onkarbhade7277
    @onkarbhade7277 5 หลายเดือนก่อน

    how can i activate gravity as it hits..my test object is in the air already..

  • @NORRIN-RADD
    @NORRIN-RADD 2 ปีที่แล้ว

    By far the best tut i've seen for Houdini thus far. The other tuts were wasted time. Seriously who uses velocity only ? pfff everything needs manual touch. No where else have I found this super simple info. Mind you it's also probably because v.18+ simplified things but still. THANK U!!!!!

    • @InsideTheMindSpace
      @InsideTheMindSpace  2 ปีที่แล้ว +1

      Happy to help. The revamped tools definitely made things easier but I agree, sometimes you still need to do things manually. Sometimes you just can't get the level of control you need without

    • @NORRIN-RADD
      @NORRIN-RADD 2 ปีที่แล้ว +1

      @@InsideTheMindSpace I've got a lot of very specific alembics and C4D dynamics is baby poop. Had fun with Nebulas too. Houdini is unavoidable if you need accurate quality. Thank you. My eyes are open.

  • @OnkAnCa64
    @OnkAnCa64 3 ปีที่แล้ว

    clearly explain like always, thanks

  • @axe_fx
    @axe_fx 3 ปีที่แล้ว

    I think why the collision object was falling to the ground was because you have @active=1, you should have it at zero while @animated and @deforming both be equal to 1

  • @blenderheadxyz2418
    @blenderheadxyz2418 2 ปีที่แล้ว

    Hi awesome tut ! what i don`t get to work is when i want the collision object(sphere) to be animated and change to rigid body sim at simulation ! i tried animating active and deforming attributes on the sphere, but it doesn`t work. Do you know, how to do it ?

  • @shivdholakia
    @shivdholakia 6 หลายเดือนก่อน

    thanks for sharing! this is a great channel!

    • @InsideTheMindSpace
      @InsideTheMindSpace  6 หลายเดือนก่อน +1

      Thanks for the support and kind words!

    • @shivdholakia
      @shivdholakia 6 หลายเดือนก่อน

      @@InsideTheMindSpace You are welcome!
      Is there a way I can set the pre-fractured pieces to get activated once the sphere gets close to it and actually hits it?

    • @InsideTheMindSpace
      @InsideTheMindSpace  6 หลายเดือนก่อน

      Yeah you should be able to just keyframe the activation

    • @shivdholakia
      @shivdholakia 6 หลายเดือนก่อน

      @@InsideTheMindSpace If I do that all the pieces fall together. There should be some fractured pieces staying together.

    • @InsideTheMindSpace
      @InsideTheMindSpace  6 หลายเดือนก่อน +1

      You could calculate a collision event that sets the stopped attribute from 1 to 0 and initialize the simulation with it set to 1