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View Full Version : How to get Explosion fx fragments to fall on ground?


Jesp
07-17-2005, 08:01 AM
Hi

I haven't done alot of effects in 3D, so here goes

Say I have an object which stands on a box it then just explodes and the fragments fall and lay on the ground. I want it too look as natural as possible Some would of course break too but...

Is this possible with using some technique with explosion fx deformer, perhaps along with xpresso? If so what would be the more specific method? Or maybe Thinking particles?

Thanks

paulselhi
07-18-2005, 09:14 PM
You cannot directly have the efx fragments react to other objects..so they cannot bounce or further fragment


For this sort of control try TP, you make the object a single particle ( original object invisible) now you can ppass the single object group to a pfragment node and frag the object, the fragments are normal particles and can bounce etc

Nolan Scott
07-18-2005, 10:26 PM
Try David O'Reilly's free "Fizz" plugin.

http://www.bonkers.de/download/downloads.html

It might not do everything you ask for,
but give it a try.

Cheers
Nolan

wuensch
07-19-2005, 06:22 PM
I secon paulselhis idea:
dig into Thinking Particles.
its not as hard as it seems and the possibilities are nearly infinite--
Olli

Jesp
07-19-2005, 07:41 PM
Well I'm studying TP and Xpresso till I sweat these days:)

No it's not so hard actually once you understand the concept,
but it is really hard to get and overview of all the system oprators and their respective functions, for both xpresso and TP. And in combination with each other etc.

paulselhi
07-20-2005, 12:34 AM
Well Jesp, the good news as you found out is TP is not that hard once you overcome the initial learning curve

The bad news is that to do anything half decent with TP needs another 5 years of study !!

That said i think there are just some issues that TP will never resolve in this version

The first is the lack of subframe sampling, now C4D does have SFS in that we can see these options in dynamics in the solver attributes, why it can't be implemented into TP i do not know, MAX does this very well

The second is the hair pulling when it comes to collisions and fragmentation, try gettting a spinning cylinder to not only bounce correctly on impacting a ground plane but then try to do that accurately when it partialy fragments on impact

Again max's version of TP is far more powerful when it comes to collision detection, you also don't have these strange events when a fragment decides to balance it self on some bizarre point instead of falling flat to the floor

Another great mystery to me is that if you have an object fragmenting on collision with a plane all is fairly OK but if you tell TP to make the original object bounce and only frag say 25 % then it just does not seem to work, unless of course you add a monoflop node inbetween the event output of the deflector and the on port of pfragment

Of course most people would have found that obvious i however stuggle to see the bleeding obvious

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