View Full Version : Breaking a wall...
07-30-2003, 11:59 PM
I have a project where i need to break a wall as something flies through it.
Similar effect as in the Levi's commercial where they run through the walls.
Anyway, what would be the most effecient way of going about this. I assume it would be some sort of rigid body simulation, but how would i add dimension to the chunks of wall coming out.
08-01-2003, 11:50 PM
08-04-2003, 12:37 AM
I don't know yet very well this sort of thing but you should take a look in the help and look for Scatter effect, I think you'll find what you need to make this type of Vfx.
Hope it helps u
08-04-2003, 09:55 AM
Make your wall.
Delete history and use effects>shatter.
Don't add any dynamics at this point.
Grab the shattered pieces and duplicate them, and hide the original pieces on a layer.
Convert the duplicates to triangles (better for the dynamics) and also cut them down in resolution (perhaps 50%)
These pieces will be your initial state.
Move the verts (use move normal and scale the pieces so that none overlap)
Set the pieces to be active rigid bodies.
Set the objects with which these will collide to be passive rgd bdies.
Test to see if it's all okay (collisions, friction, etc...)
When it's looking like "kinda nice"
go to frame 1 or the initial state of the simulation and parent the original pieces to your low poly wall objects.
Hide the low poly ones (in the attribute editor...visible)
The replacement is complete!
Save scene as
Then, bake the simuation (under modify..keys, or somewhere)
You have a scrollable sim.
Then, you can work on the particle effects for dust, etc.
There are a variety of methods:
Create particle grid...make visible on collision
Create soft bodies, goal PP=1 for the pieces, and then use collision events to make it look like the wall pieces emit dust on secondary collisions
Instance rock particles to a few other particles for the finer shatterd rocks.
Hope it helps!:)
08-04-2003, 04:41 PM
That is exactly what i was looking for.
01-15-2006, 07:00 PM
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