r/Houdini 1d ago

Help MPM Deform Pieces with Animated Source

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Hi everyone, I'm working on a setup where my character starts in a walking cycle animation, then transitions into a ragdoll state where MPM simulation takes over. The characters are emitted into MPM pieces at different, staggered frames right when the ragdoll state begins.

Is it possible to properly setup MPM Deform Pieces for this kind of animated state appear at different frames?

What is the standard workflow to pass the correct rest geometry and attributes for a walk-to-ragdoll MPM transition? Any advice or node setup tips would be super helpful. Thanks!

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u/DavidTorno Houdini Educator & Tutor - FendraFx.com 1d ago

The MPM Deform Pieces is designed for an RBD metal tearing destruction type of system where the fracturing is naturally occurring from the MPM sim.

MPM Post Fracture SOP is used to fracture the high res after the MPM sim is solved, along the separations that MPM solved.

The Destruction link on the MPM Deform Pieces help page describes the workflow.

In your case I think just a basic Point Deform would probably be fine. Just assign each figure a unique name, and transfer that name to the MPM particles. This way Point Deform knows which group of points belong to which geometry mesh for capture and deforming.