I've just done something like this using a combination of scripting,
particles and RBDs. Basically I sketched a particle cloud, one particle
for each object, created a particle cloud with simulation props from the
sketched cloud, then created a cluster constraint from each object to
its corresponding particle and finally used this setup to shoot the
rocks out of the wall using the particle system. As soon as the rocks
did not sit on top of each other anymore I switched the rocks' RBD
properties from passive to active and let the RBD engine do the floor
collisions. Worked out nicely, with a script creating the particle setup
from the selected rocks in one go.
If this workflow would be of help for you I could provide you with the
script to do the setup.
Cheers!
-André
Morten Bartholdy wrote:
I am breaking a wall with RBD and am using a set of pieces which are
slightly smaller then the ones I want to render so I can avoid
interpenetration in the beginnnig of the simulation. Now I know I can
transfer the cache to a clip in the mixer, but if I want to copy this
motion to each renderpiece or constrain these to the RBD'ed pieces it
starts looking a bit complicated. If I create a cluster with center my
RBD is shot. Next thing I would try is to multi point constrain my
renderpiece to the RBD piece but this requires me to create three
clusters on each RBD piece and then three point constrain each
renderpiece to those. Please tell me Softimage thought of easier ways
to handle something like this with up towards 100 separate RBD pieces???
Another thing is my pieces tend to explode a bit away from each other
even though I have made absolutely sure there are no interpenetrations
at the bewginning of the sim. I have increased simulation and
collision acuracy to very high levels without quite getting rid of
this behaviour. Also I have elasticity all the way down to 0.001 since
these are supposed to look like concrete pieces, but I still get weird
styrofoam like bounce and sploinng-like fly away behaviour from the
odd piece when it collides with something again after landing on the
ground. I have tried messing with friction parameters without much luck.
I am guessing there a tips and tricks I still need to learn about the
wonderful world of RBD'ing so if someone knows a way to dampen
simulation collisions I would be happy to hear them, if someone in the
know cares to share some insight.
Thanks!
Morten Bartholdy
3D & VFX Artist
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