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 >>> >>> >> >

