I've seen a few of this type of tutorial, but none of them seem to include a way for each of the instanced / spawned rigids to have constraints and keep those constraints intact until they hit the ground then break. any ideas? thanks
@Emeteriowallace Жыл бұрын
Thanks for this tutorial! You are amazing!
@InsideTheMindSpace Жыл бұрын
Thanks for the support!
@i20010 Жыл бұрын
Great tutorial! How do we return the texture to the objects (toy) after the simulation? Thanks!
@jakemiller996010 ай бұрын
What if I don't want to use a gravity force? For some reason, the other forces don't seem to work within the DOP network when I try applying them the same way as gravity. Any ideas? Great tutorial!!
@sdados3725 Жыл бұрын
Hey thanks for sharing this tutorial, it was super useful! How could I create an age attribute for the rigid bodies? I need to make the rigid bodies dissolve after a certain age
@InsideTheMindSpace Жыл бұрын
There's multiple ways to do that. You can probably get the creation time using f@creationtime and then use the difference between the creation time and the current time to calculate the age
@sdados3725 Жыл бұрын
@@InsideTheMindSpace thank you so much for such a quick answer! the f@creationtime should be used in an attribute wrangler? Would that go in the dopnet or after the assemble node when I spawn the points?
@InsideTheMindSpace Жыл бұрын
Yeah it would go in a wrangle. I'm not 100% sure if you need it outside or inside the solver but give it a shot and one of them should work
@sdados3725 Жыл бұрын
@@InsideTheMindSpace Tomorrow morning I'll try! Thank you for your help!
@watkinscreatives11 ай бұрын
not sure why but after routing my grid to a null object, then in the dopnet importing it as a static object, the packed RBD still just clips right through it.
@watkinscreatives11 ай бұрын
oh wait i just caught the comment about left to right thanks to @banannaboy1100's comment