Join Scott Pagano for an in-depth discussion in this video Create collision geometry for shell, part of Houdini 15.5: Dynamics and Simulation.
- [Teacher] So now I've got our shell…and our ground combined together…in our scene sim dynamics network,…and what we're going to focus on now…is improving the quality of the…collision representation geometry of our shell.…Okay, so let's go into our SCENE_SIM.…I'm going to go up to our Shell.…Let's zoom into this guy a little bit.…The PKG in my parameters.…So off the bat, I know that I want…the physical parameters just to be different…so I'm going to change its density…to 5,000 and it's balance to .1.…Next I'll go to the Bullet tab.…
We'll turn off Display Geometry…and we'll look at the guide geometry.…So, right off the bat, the collision…padding is too much, you can see…there is quite a lot of space between…these that I've made.…So I'm going to change that from .02 to .002.…Alright, so that better fits the geometry.…We still have an issue here, because mainly…with these pieces that have concavity to them,…if I hit the W key to turn on…the wire frame view you can see…like with this piece here, because the…convex hull representation can't handle…
- Destroying objects with Houdini rigid body dynamics
- Creating a soft object simulation with Houdini Wire and Finite Element simulations
- Creating a Houdini digital asset (HDA) destruction system for use in Maya and 4D
- Using an HDA destruction system in Maya
- Using an HDA destruction system in CINEMA 4D
Skill Level Advanced
Houdini: Advanced Motion Graphicswith Scott Pagano4h 23m Advanced
Overview of constraints2m 32s
2. Rigid Body Dynamics
3. Soft Body Dynamics
4. Building an HDA
Next steps1m 12s
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