Cracking concrete


I’m trying to solve a problem.

I have to animate a solid peice of concrete cracking, showing a crack running from one side of the slab to the other.

I’m trying to do this with geometry, but it’s not working very well.

Anyone have any suggestions?


Have you tried doing it using morph targets? Morp-O-Matic is a plugin from Digimation that lets you set progressive morph targets that the model has to go through before it reaches the final target. I think that would work. I also believe Max 5 does that.

Or you can just make an animated texture.


I started doing that, and I think the morph target solution is probably going to be the best…

It only means that I have to go back and really plan out the geometries cracking so that I can morph down the crack over time… (gaw). then split it up into several pieces as it separates…

I’ll also have to animate the textures as I’m morphing…

I was hoping someone had a simpler solution…


The only other thing I can think of is using an animated displacement map.


the problem being that I have to crack it and separate it, so it’s going to have to be several objects in the end.

The first which is morphed single object, and a set for the second broken up, but based on the first, UVMapped the same…


Animated booleans perhaps?

sounds like a tough shot


it kinda is… it’s a closeup detail of concrete cracking…

I’m lucky in that I don’t have to texture it (that’s not my strongpoint) but I do have to UVMap it (which is my strongpoint). To UVMap it I have to build it optomized for the UVMap and animation both…

I’m almost there, fortunately they’re making it worth my while… :smiley:


the problem being that I have to crack it and separate it, so it’s going to have to be several objects in the end.

i was doing something similar the other day, not concrete though but i needed separate bits of debris falling from a character. I just detatched the polys inside of the main object, sort of glued them back into place so that no cracks were visible and then animated them. Worked for me. Its a quick & dirty, i know, and it wouldnt work with something too complex, but hey… maybe youll get some ideas from it… :lightbulb ?



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