View Full Version : Deterioration Over Time

02 February 2007, 02:26 AM
Hello, I have tried searching for my answer, but haven't been able to find it. I am trying to break off chunks of a model in pieces over time. It needs to be fairly quick deterioration, but not all at once. My current set up is pbomb/parray. With that set up I get the initial burst with pbomb which destroys the whole mesh at one time, but obviousley not what I'm looking for. Can I offset pbomb some how where all the chunks are not leaving at the same time or do I need a totally different approach? It needs be actual geometry chunks of debris from the model that leave holes as well and not random particles. Thanks in advance.

Using Max 8 btw.

02 February 2007, 03:55 AM
Why dont you set the range of the PBomb to only affect the area you want? You can also animate this value if you need.

02 February 2007, 06:57 PM
Came to think of this thread that I stumbled across over yesterday PsychoSilence last post and his 2 vids... Could perhaps help

02 February 2007, 08:29 PM
here´s a great tutorial by loran covering your issue basicly:

now imagine SplitItUp or another crackup script used on a character and then same technique as above ;)

OR make use of the good ol´ PArray. Maybe detach the parts of your model that you wanna fracture and use "Particle Type > Object Fragments". Search the Help & Max Script Reference for PArray. Some good tuts at the script ref, check them out. ;)

kind regards


02 February 2007, 05:45 AM
Ah, perfect! Thanks everyone for the replies! :)

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02 February 2007, 05:45 AM
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