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This will open the scene saved in this repo. It is a simple scene with the following setup:
The right branch, which creates the moving rigid bodies:
a Text node to create the geometry of a word
a Scatter node to create points on the text
a AttribCreate to add the pscale attribute on each point, with the expression 1*rand(@ptnum+945)+0.5, which will give a random scale to each rigid body.
a Copy node to create boxes on all the points
a PhysicsRbdAttributes to add the attributes necessary to the simulation
another AttribCreate node to randomize the restitution attribute.
The left branch, which creates the static rigid bodies:
a box node to create a box
a transform to scale the geometry
a second transform to position the object
a PhysicsRbdAttributes to set the attributes for the simulation. The difference to the moving RBDs is that active is set to false, and mass is set to a very high number.
both boxes are merged (make sure to have the merge node set to separate objects by setting compact to false), so that their geometries are not merged into a single object.
and finally both branches are merged into the PhysicsSolver, where all attributes are set to default.