Same here, can't repro this as both the if node and mute in the simulate bullet 
node are working.

Can you elaborate abit more on what you meant by
"Simulate Bullet Rigid Bodies", it STILL EVALUATES.
Chris
Sent from my iPhone

On 11 Jul, 2012, at 3:55 AM, "Grahame Fuller" 
<[email protected]<mailto:[email protected]>> wrote:

I couldn’t repro your results in my quick tests. I got a few rogue particles 
moving when using If – a couple might have been self-collisions but others were 
puzzling. Mute was more reliable.

IsPassiveRigidBody also worked well. Did you remember to set their 
PointVelocity and AngularVelocity to zero? Passive RBDs don’t react to forces 
but they do update based on velocity.

gray

From: 
[email protected]<mailto:[email protected]>
 [mailto:[email protected]] On Behalf Of Alan Fregtman
Sent: Tuesday, July 10, 2012 03:46 PM
To: [email protected]<mailto:[email protected]>
Subject: Re: "Simulate Bullet Rigid Bodies" evaluates even when condition is 
False?!

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]<mailto:[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]<mailto:[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]<mailto:[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]>
 
[mailto:[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



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