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.
Posts made by Chris Villa
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RE: Spline wrapped objects as collider
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RE: Spline wrapped objects as collider
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.
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RE: Spline wrapped objects as collider
Hey @Dr-Sassi,
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.
SplineWrapCollider.c4dHoping 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.
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Spline wrapped objects as collider
Hey there,
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.
Thanks!