car crash animation test (just want to share it for who's need it ;) )

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  02 February 2012
Talking car crash animation test (just want to share it for who's need it ;) )

this is an old scene that i did made, and i want to share it take a look at it:

in this scene i did used 3ds max 2011, reactor for animation, thinking particles to generate collision map and breaking glass, cloth to create metal deformation

and here the link to download the scene :

i hope that's will help some one
my web site
  02 February 2012
very nice work! awesome!
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  02 February 2012
That is a beautiful sim! Very nice combination of techniques to achieve the result.
  02 February 2012
Looks good!
  02 February 2012
thx guys for the reply i'm glade that you appreciate it

if any one have any question please feel free to ask

and thanks in advance
my web site
  02 February 2012
Very nice work!
Nothing to see here
  02 February 2012
Nice work,
how u did it?
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Motion Graphics Freelancer,
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  02 February 2012
ok here how it work

i did play around cloth modifier to understand how it work , i made some test as you see here:

so after that i found the combination that will allow me to create a metal deformation effect , but the problem was that cloth modifier suck as a rigid body animation , so i did found the solution in the cloth modifier where we can assign an alpha texture and affect only some region of the mesh

this image will show you a quick step by step :

- i just create a low poly car and i did animated it with reactor and then i did offset the position of the animation that will collied with ground

- to simulate the cloth i made another low poly car (car_body_proxy) but with more subdivision, here i did apply the cloth modifier

- after that i did link the HP car to the car cloth proxy and the car cloth proxy with reactor car , so now every one is following the global animation

- with TP (thinking particles) i did generate the collision map sequences (it's easy and faster ) you can do it by using AO with mental ray and refine the result with after effect

5- ok now i did apply a cloth modifier, go to group, select all vertex , and click on group (name it what ever you want ) after that click on preserved (sorry the button is hidden :[ ) , so now if you hit simulate in cloth modifier nothing will happen , because we did froze the vertex and no one will be simulated ... (remember we wont use cloth to simulate rigid body cuz it's suck XD )

6- the parameter of the metal XD...

7- here where we can put our collision map sequences , but before to put it you have to inverse the colour of the map , why cuz for cloth modifier white will be affected by "preserved" node and black will be simulated

8- ok now hit simulate in cloth, after that save the result with point cache modifier ( so now you will preserve it for ever ^^)

9- unhide the hp car and add skin wrap modifier and choose the car body cloth, now the hight poly car will deform like the car body cloth

i hope that will make a sense for you cuz i have a bad english XD ....
my web site
  03 March 2012
Nice work.
Paul Neale
  03 March 2012
wow, great work. I learned alot from this post- thanks for sharing!
  03 March 2012
thx guys for reply i'm going to make some update to the scene soon as possible
my web site
  03 March 2012
Nice work! I was just wondering how to do this the other day. Thanks for sharing!
Work:Straightface Studios

  11 November 2012
Awesome! Will check it out

  11 November 2012
Great work. Any alternative for Reactor ?
  11 November 2012
Looks great! Thanks a lot for sharing the info of how you did it.

"Knowing is not enough, we must apply. Willing is not enough, we must do."-Bruce Lee

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