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I'm looking into implementing scenes with many objects per environments, and usually in the USD pipeline, the best way to do this is to use a UsdGeom PointInstancer. I know that the visualization markers are using this mechanism to instantiate many visual objects.
I modified it so that collision properties only could be passed to the prototypes being instanced, but that led to the physics going bonkers in the sim. Is it possible I did something wrong, and can a point instancer work when only collisions are enabled?
I know that an alternative is to use an Sdf Change Block to replicate the behavior of the instancer, but I was hoping there was some other way to do this.
Let me know,
Cheers,
Antoine
The text was updated successfully, but these errors were encountered:
Can you provide a short clip of the physics "going bonkers"? are things just exploding and flying away? or does it crash with a specific error? I like the idea of using the point instancer with certain meshes for vectorization
The car is using the "Articulation" class! Only the gates were using the instancer.
I'll see if I can send a small script to reproduce the issue this week!
Question
Hello there,
I'm looking into implementing scenes with many objects per environments, and usually in the USD pipeline, the best way to do this is to use a
UsdGeom PointInstancer
. I know that the visualization markers are using this mechanism to instantiate many visual objects.I modified it so that collision properties only could be passed to the prototypes being instanced, but that led to the physics going bonkers in the sim. Is it possible I did something wrong, and can a point instancer work when only collisions are enabled?
I know that an alternative is to use an
Sdf Change Block
to replicate the behavior of the instancer, but I was hoping there was some other way to do this.Let me know,
Cheers,
Antoine
The text was updated successfully, but these errors were encountered: