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attanze
02-06-2007, 04:19 PM
Is any way in XSI to automate the process of creating an Impact System? To understand better what I want to say please take a look at this:

http://www.danielpferreira.com/reel/r2005/impactSystem6_4000.avi
http://www.wonderslime.com/main.html

and to the Houdini equivalent:

http://www.miguelperezsenent.com/Media/Reel/bulletsim_divx.avi
http://forums.cgsociety.org/showthread.php?f=154&t=457832

Strang
02-08-2007, 10:02 PM
is there a "bullet" button? no...

looks like those videos and thread show exactly what you need to do. program it. follow the steps outlined in the videos. break it down to its basics. like doing a ray tracing pass to decide where to subdivide the geo. displace that geometry. place particle emitters at impact spots. setup lights.

attanze
02-09-2007, 04:26 PM
is there a "bullet" button? no...

looks like those videos and thread show exactly what you need to do. program it. follow the steps outlined in the videos. break it down to its basics. like doing a ray tracing pass to decide where to subdivide the geo. displace that geometry. place particle emitters at impact spots. setup lights.

Easy to say, hard to make! Im a n00b with XSI. I try to learn XSI and I have no knowledge about programming. But, XSI have all the elements to make this kind of plugin (script) possible? I want to say, have the posibility to make adaptive subdivision when a portion of the mesh is hitted by something and deform corespondently? This is the biggest problem, beacouse smoke, fire, debris can be achieved using particles, if I am right?

P.S. I know this kind of effect can be achieved manually but using a plugin specialized can speeding very much the process.

Strang
02-10-2007, 03:43 AM
i dont know of any specific plugin or tool in xsi that would allow you to do a bullet hole dynamically.

it is doable with XSI though. they added the raycasting functionality in xsi 6's c api. so that part could be handled. the subdivisions that the video showed was just the result of the raytracing seeing what polys the gun hit. then subdividing it. xsi can do this fine. so just need to implement the raytracer that will process the scene based on a theoretical 'gun', subdivide those polys. you could go in and do shape animation to make the bullet holes and link their activeness with the guns animation. or actually do some type of softbody that will make the dent for you. its far fetched but you could even coax syflex to do the impact dynamically.

just like any problem solving. break it down. just like in the videos you mentioned, they broke the entire effect down into its parts, then simplified them until one part was achieved. then put them back together.

share with us your process i am sure if you start people will jump in and give advice or tips to help.

hope this helps
steven

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