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sgiuoco2
12-08-2003, 07:55 PM
Sorry about asking this question. I know this is a question that is asked by many 3d people when they start out. What method would you use to explode an object into many pieces and have them bounce off overything else in the scene. I have used sprites, but I just don't get the cool effect that I want. I did however get a good result with an emitter shooting out shapes, but still it isn't exactly what I want. What I want is the object itself breaking apart and exploding. I know 3d max has a built-in tool for this. Is is possible in Lightwave to do this without having 50 different layers?

Thanks for your help.

Steve Warner
12-08-2003, 08:05 PM
Rigid body dynamics are not a part of LightWave 7.5c. They will be part of LightWave 8.0, however. If you want to do that in 7.5c, you can simulate it with Motion Designer (and a lot of tweaking) or you can purchase one of the 3rd party dynamics plugins.

To easily break apart your object, you can use Fi's CrackIt Pack (http://f23.aaacafe.ne.jp/~fisjunk/plugin/plugin.php). This will give you nice, random cuts in your object. (Make sure to save an uncracked version as well!). To blow the pieces up, you can use Kaboom! (http://www.nafii.com/neil/scripts.html), C4 (http://www.informatik.hu-berlin.de/~goetsch/C4/), or SG Explosion 2.0 (http://www.informatik.hu-berlin.de/~goetsch/Englisch/ExploMain_e.html).

Hope this helps!

Steve

Kvaalen
12-08-2003, 08:19 PM
My tutorial for creating an explosion with LightWave:

http://mapage.noos.fr/samuelLK/Tutorials/Explosion/Tutorial.html

Hope it helps :thumbsup:

sgiuoco2
12-08-2003, 09:06 PM
Thanks steve,

I forgot all about those plugins. Now that I have all of this working, the only thing that I don't have finished is the collision from the flying objects to the ground. I am using S_Explosion for the animation. Would anyone know how to get the flying parts used off of this plugin to collide with other objects?

Thanks

LittleFenris
12-08-2003, 09:45 PM
Steve, thanks for those links! I had C4 (still haven't had time to use it though), but I didn't have Kaboom or SG Explosion. Have you used any of these for actual animations? Do any of them work with SubD objects? I saw SG doesn't.

Steve Warner
12-08-2003, 11:19 PM
Originally posted by sgiuoco2
Thanks steve. Would anyone know how to get the flying parts used off of this plugin to collide with other objects?

You're welcome. :)

For the collision, you'll need to use Motion Designer. Unfortunately, Motion Designer is an unwieldy beast, and there are no hard and fast rules I can give you that will yield immediate results. I can provide you with these links. They will help get you up and running:

Motion Designer Basics (http://forums.newtek.com/discus/messages/2/28051.html?1027615145)

Hard Body Dynamics wtih Motion Builder (http://forums.newtek.com/discus/messages/2/27478.html?1026779440)

http://forums.newtek.com/discus/messages/2/27525.gif


@VWTornado: You're welcome! I have used SG_Explosion for Air Combat Training Simulations at work. The results can be pretty impressive, especially when combined with particle effects for debris and smoke. To the best of my knowledge, none of the explosion plugins will let you work with a subpatch object. And honestly, it wouldn't look good of they did, as the object needs to be "cracked" first. Those cracks would produce n-gons in a subpatch object (unless you did it by hand very carefully), making it visually unappealing. The best thing to do is have a subpatch version of your object, and a duplicate that has been frozen and cracked. Do an object replacement at the frame where the explosion should occur and you'll be good to go.

Hope this helps!

Steve

LittleFenris
12-09-2003, 03:31 AM
Originally posted by Steve Warner
@VWTornado: Those cracks would produce n-gons in a subpatch object (unless you did it by hand very carefully), making it visually unappealing. The best thing to do is have a subpatch version of your object, and a duplicate that has been frozen and cracked. Do an object replacement at the frame where the explosion should occur and you'll be good to go.

Hope this helps!

Steve

First, what are n-gons? :blush: And thanks for the tip, I figured thats what I would have to do (replace subpatch with another version). But umm....how do I "freeze" an object? Thanks

Steve Warner
12-09-2003, 04:24 AM
Originally posted by VWTornado
First, what are n-gons? And how do I "freeze" an object?
N-gons is a term used to describe polygons with more than 4-points. :)

You can freeze any subpatch object by hitting CTRL-D. This will convert your subpatch object into a regular poly object. The resolution of the final object will be determined by the Patch Divisions set in your General Options panel. So if you have your Patch Divisions set to 3 and freeze, you'll get a fairly standard resolution object. But if you pump your Patch Division up to 10 and freeze, you'll get an extremely high-resolution object.

If you're not going to be deforming your object in Layout, it's preferable to freeze it before rendering as subpatch objects take longer to render.

Freezing can also be used to subdivide a subdivision object. For example, create a simple box. Then hit tab. Set your Patch Division to 3, hit CTRL-D to freeze, then hit Tab again. You've now got more polys to adjust your object with.

Hope this helps!

Steve

SplineGod
12-09-2003, 06:53 AM
You can do some simple dynamics with LW.
All you have to do is to apply fxmotion to your objects that need to bounce off things. This essentially makes the objects become like particles. Now apply fxcollison to the objects they need to bounce off. Make sure that TYPE is set to object.

The objects that have fxmotion applied to them can now be effected by wind, gravity and others.

Lets say you cut up your object into pieces or simply have some pieces hidden inside another object. Apply fx motion to one piece, get the settings the way you like then copy/paste to the other pieces. Next put a collision object in the middle of your debris objects. Set the size and power to zero and then keyframe the size and power to increase at the right moment. That will eject the pieces around your scene, collide with your collision objects and also be effected by your gravity/wind settings.

LittleFenris
12-09-2003, 02:07 PM
Steve, Larry....you guys are BOTH just a wealth of VERY useful information. Thanks! I learn something new literally every day from you guys. :wip:

Steve Warner
12-09-2003, 02:52 PM
Thanks. I'm happy I've been able to help. :)

Cheers!

Steve

sgiuoco2
12-09-2003, 02:58 PM
Thanks Larry,

I forgot about the fxmotion. I kept trying to get my objects to be effected by the emmitters but nothing would happen. thanks again.

LittleFenris
12-09-2003, 04:48 PM
Originally posted by SplineGod
You can do some simple dynamics with LW.
All you have to do is to apply fxmotion to your objects that need to bounce off things. This essentially makes the objects become like particles. Now apply fxcollison to the objects they need to bounce off. Make sure that TYPE is set to object.

Can a character (subD object) be a collision object in a case like this?

HowardM
12-09-2003, 05:14 PM
Im a little late to this but here is some SG_Explosion and PFX.
http://www.cgtalk.com/showthread.php?s=&threadid=56671&highlight=explosion

SplineGod
12-09-2003, 06:47 PM
Originally posted by VWTornado
Can a character (subD object) be a collision object in a case like this?
Yes it can. :)

Squioco,VW
Thanks! :)

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