This would be very straight forward in houdini, and possibly a good exercise to get going ;)
On 3 November 2016 at 13:19, Morten Bartholdy <x...@colorshopvfx.dk> wrote: > I am trying to put together an effect where I need to explode prefractured > chunks of geometry from a mesh. > > Ideally it should be controllable so I can move a null o an object around > and start bits flying off away from the original unfractured objects > surface along the normals. > > I Have fractured the bits and used Julian Johnsons excellent Faster > Polygon Islands operator to generate particles and lock the chunks to the > particles. This setup works fine in a non simulated tree where I can do > nonsimulated effects like turbulizing the position of the particles with > emtool_turbulize_position, but I need to make it simulated, apply some > forces, and use some sort of inititalizing object for the effect, so it can > be animated to grow from one place on the geoemtry and spread out over the > surface. > > I can't really figure out how to take the pointcloud generated by Julians > emVI_Create Particles from Island Centres and explode the particles. Is > there perhaps a tutorial somewhere or a different method for attaching > geometry to particles and simulate them, either just straight forward or as > Bullet RBDs? > > Thanks. > > > //Morten > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. >
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