For my need I went back to the... *shivers*... "classic" ICE RBDs, the ones
which use bounding boxes.

They act reliably (sans exact collisions) and the node respects conditional
confinements.


Sure is a *nice* "feature" how it evaluates different every time I run the
sim though! ...Thanks RBDs!...


On Tue, Jul 10, 2012 at 3:38 PM, Jonah Friedman <[email protected]> wrote:

> Also, you can't iterate on it and after it runs, it doesn't seem to set
> attributes like "pointPosition" or "orientation" in any normal way. I'm not
> a fan of the node either.
>
>
> On Tue, Jul 10, 2012 at 2:42 PM, Alan Fregtman <[email protected]>wrote:
>
>> Tried that already and it's still doing something to my particles. Evil
>> node!! :/
>>
>>
>> On Tue, Jul 10, 2012 at 2:38 PM, Stephen Blair <
>> [email protected]> wrote:
>>
>>> How about muting the Simulate Bullet Rigid Bodies based on the condition
>>> you were feeding into the If?
>>>
>>> And yes, I got the same thing with an If node.
>>> I event tried plugging in a second, muted Simulate Bullet Rigid Bodies
>>> node into the False port
>>>
>>> From: [email protected] [mailto:
>>> [email protected]] On Behalf Of Alan Fregtman
>>> Sent: July-10-12 1:55 PM
>>> To: XSI Mailing List
>>> Subject: "Simulate Bullet Rigid Bodies" evaluates even when condition is
>>> False?!
>>>
>>> Hey guys,
>>>
>>> It would appear that even when I have an If node presumably preventing
>>> executation of "Simulate Bullet Rigid Bodies", it STILL EVALUATES. :o
>>>
>>> Ever seen this happen? I'm trying to disable it when I don't need it. I
>>> even tried setting particles as passive RBDs but they still react and
>>> stuff. I need them to stay still until a given frame.
>>>
>>> Everything else in my If node respects the condition, except the sim
>>> rbds node. :(
>>>
>>> Any help appreciated.
>>> Cheers,
>>>
>>>    -- Alan
>>>
>>>
>>
>

Reply via email to