Spline wrapped objects as collider
I'm currently working on a dynamics sim that's needing to use a spline wrapped object as a collider with a voronoi fracture. Think snake crashing through some wood panels.
Right now, all of the collision models seem to be ignoring the geo. Is that because it's technically being deformed? I made with the Use Deformed Object is on, but still nothing. I having to use proxies which work, but still aren't giving me the result I'm looking for.
It would be huge if I can use the actual geo.
Hi Chris Villa,
Which one is it? Your description can be read in both ways.
Please, even a dummy only, but if possible, share a project file; there is, in pretty much any case, no better way. If it doesn't take it as an attachment, please send it as DropBox, Google, Adobe, Apple, or Wetransfer Cloud.
All the best
Thanks for getting back to me. I think some wires were crossed though. I'm not using soft bodies in my scene. I'm trying to get a splinewrapped object to collide with a rigid body voronoi fracture. Here's a very stripped down version.
Hoping that attachment works. I've tried a number of settings, including Use Deformed Object but is a wrapped deformation different than any of the other typical deformers.
Timing the proxies is ok, but it would be SO much easier to use the actual objects to knock the fragments loose.
Hi Chris Villa,
Thank you so much for the file!
This is pretty clear now.
Please have a look here:
My way of setting up this would be just a little bit different. Expand the Bounding Box of the Spline Wrap, and set it to fixed (Attribute Manager> Spline Wrap> Object> Bounding Box).
Animate the object inside that bounding Box. BUT: no animation via offset.
If more animation is needed, perhaps add an FFD to it, like shown here:
Please let me know if that works for you.
Very interesting. Is the geo being used the collider here or the bouncing box? It might not matter in my case, but just to know...
Thanks for helping out. I'll see if I can fold that into my setup and report back.
Dr. Sassi last edited by
From my point of view, the Collider looks at the deformed data set but not at the Offset updates. At least that matches yours and my observation.
The Bounding Box is the space that the Spline uses to perform, so if you explore this a bit, you might have more project options. The Bounding box is animate-able for a reason.
The Object is always the Content for the Dynamic; the Bounding Box is just "math".
From my quick tests, that might not be the approach for this project, but knowing this going into the next will help. I've been getting away with old school proxy colliders and growing sweeps. I've been running into other issues of tiny fragments, collision offsets and ignoring the dynamic activation, but that's for another day.
OK, thanks for the feedback, Chris Villa,
How about this: