Scaling The Bullets Dynamically

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Today we scale live dynamic objects and make the scaling affect the running sim. You’ll gain some insights into how the Bullet solver inside of Houdini works and how it operates more efficiently using packed primitives. Manuel goes over the ins and outs of modifying a Bullet sim dynamically.

The problem with modifying the intrinsic transform of dynamic Bullet objects is, that Bullet does not update it’s collision geometry accordingly. Using a trick we make it think that it deals with new objects and thus reconstructs its collision hulls.

Download Project File (.zip):
http://www.entagma.com/wp-content/downloads/LiveScalingBulletsSetup01.zip

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7 Comments

  1. Hi,
    The VEX from, I was stuck in error. I’m probably putting something wrong but I do not see it. can you pass it to me via email “from VEX 16:34 end ?
    so just I copy it and I paste it .

  2. Manuel says

    Hi Alfredo. Just download the project file linked above.
    Best Manuel

  3. Hi Manuel, I think the weird behaviour at the beginning where the orient parameter being left on seems to blow apart the simulation might be because the attribrandomize node is creating non unit-length quaternions. If you normalize in the attribrandomize that behaviour seems to stop and you don’t have to remove the orient attribute.

    • Manuel says

      Thank you Julian for this insight. Makes total sense. Again I know why I prefer doing stuff myself than relying on predefined nodes like attrib randomize. But great that I now know what’s happening.

  4. Mike Jagodzinski says

    Great Tutorial,

    Question tho How did you shading this scene. Im looking to try this effect .

    Any info you could give would be awesome

    • Nic says

      Same here, I would like to see the shading as well, perhaps using Redshift 🙂

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