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FabioMSilva
06-15-2003, 08:32 AM
hey guys i was wondering if u could help me out on this problem i have.

I´m gonna make a shootoout sequence with lost of shots. I was wondering how i can make the bullets hit the walls and leave marks(holes) on them, plus make some shards of the wall come out(like in the matrix movies lots of wall pieces coming, but still being wall left cuz i dont want any Large holes on it). I´m wondering how i can achieve this in a realistic way. My biggest problem is thinking on how to make the small pieces of the wall fly out from the shots.

help me out please
:beer:

BrandonD
06-15-2003, 08:39 AM
Particle Flow's ShapeMark operator is perfect for that.

Erka2
06-15-2003, 09:09 AM
Or use rule-based features of thinkingParticles with MatterWaves module...

FabioMSilva
06-15-2003, 10:01 AM
Brandon Davis i cant find that plugin anywhere! can u tell me where to get it? if its free of course...

i´m going to look for the one erka´s told right now.

FabioMSilva
06-15-2003, 10:12 AM
ooo! Matterwaves can do so many cool stuff! :scream:

including fragmentation on walls, which is what i was looking for :D
thanx

SuperMax
06-15-2003, 10:28 AM
an you share the Matterwaves link please Snakey?? :)

FabioMSilva
06-15-2003, 10:44 AM
i just found the place where they show what it does. I dont have it...yet--- it seems its not free unfortunatly :annoyed:

gaggle
06-16-2003, 01:06 PM
None of the two are free. Matterwaves is buy-ware in the classic sense, Particle Flow comes free of charge if you're a subscriber to Discreet's subscription program thing.

I think you're facing a tricky problem with this if you want to keep it vanilla MAX, my best suggestion is to fire up ye olde PArray and think things through. Check out www.maxplugins.de for free particle-plugins, you can possibly find deflectors that suits your purpose nicely. I don't know about real-time hole-generation or accurately simulated debris all done automagically... though.. hm, there's no reason you can't take care of the fightscene first, then go in and add the bulletholes and things afterwards I don't think? It would end up a more or less manual solution, but oh well.

Here's what I'm thinking off the top of my head: You whip up a bullethole booleean-object fast, then duplicate it out a whole bunch of times, attach them all together, subobject-animate them into the wall at the correct time, then link that object as a booleean-object to the wall, and presto, the wall has chunks eaten out of it properly. Next make a PArray, and a generic piece of wall that will explode properly, and make one chunk explode out to your satisfaction. Dublicate the PArray, move to the proper locations where there are bulletholes, and match the timing.

Randomize the Seed values to get different-looking explosions.

Then add puffs of dust by using yet another set of PArrays, again with new randomized seeds.

You can use the Search function on this here board to find some previously posted brilliant particle-techniques from Brandon Davis, amongst other things making randomizing seeds on a bunch of objects easier.

Etc. etc. rinse repeat.

It's manual labour, but hey that's how it should be. If the computer takes care of everything for you that's when you need to worry :). I don't know how it sounds when written, but in my head it seems like a doable task. You'll want to prioritize the bulletholes so you don't have to make several hundreds/thousands of them, just make them where it counts, and find some other solution for those in the far background and whatnot. This "other solution" could be using the feature in PArray's that makes its particles spawn many small particles where it hits something. Thus you should be able to make some sort of dust- and possible debris-particles appear more or less automatically.

FabioMSilva
06-16-2003, 01:09 PM
great job gaggle .
About the holes i dont think it´ll be a problem to animate them mannualy as i animated each one of the bullets manually myself as well. There arent those many bulelts fired at all(about 6 in total) so guess i´ll give it a try.

El_Schubi
06-16-2003, 01:24 PM
if you have reactor, another way will be to apply a brick or whatever texture to your wall. then put a thin box in front of this wall. split this in lots of pieces and attach them with a reactor fracture action to the brick wall. now even using a m60 should be no problem :beer:

mfg el

FabioMSilva
06-16-2003, 05:42 PM
i got reactor. sounds good to me :D

PeteDraper
06-18-2003, 03:02 AM
here's a link to a thread on 3dbuzz.com that involved a similar subject. Scene on there (originally created by the poster) that I re-jigged to amend the holes in the wall and falling debris. Using the standard particle system and mesher.

http://sv3.3dbuzz.com/vbforum/showthread.php?s=&threadid=33793&perpage=10&pagenumber=2

Cheers

pete

TOMMY 3D FREAK
06-20-2003, 08:39 AM
I've madea tut that deals with the samekind of situation. It is with use of thinking particles and it can be found in the tut section of this max forum...

hope this helps,

greets,

tommy 3d freak

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