If you are keen to staying in softimage Momentum + implosiaFX should pretty
much serve all your needs. As Simon stated it will be not as stable as
houdini, but I've done some pretty decent setups with it.. some
intermediate ice skills and an understanting of the whole workflow of
momentum is needed, but for the kind of effect you described it should not
be too hard to get started... let me know if you need a hand and I can
create a quick setup here to send you.

Em quinta-feira, 3 de novembro de 2016, Cristobal Infante <cgc...@gmail.com>
escreveu:

> Just out of curiosity, do you need the pieces to then fall or fly away?
>
> Using the normal as inital vel?
>
> Best,
> Cris
>
>
> On 3 November 2016 at 16:00, Orlando Esponda <orlando.espo...@gmail.com
> <javascript:_e(%7B%7D,'cvml','orlando.espo...@gmail.com');>> wrote:
>
>> Have you tried with Momentum?  Your description sounds like the perfect
>> job for it.
>>
>> El jue., nov. 3, 2016 9:55 AM, Morten Bartholdy <x...@colorshopvfx.dk
>> <javascript:_e(%7B%7D,'cvml','x...@colorshopvfx.dk');>> escribió:
>>
>>> It was long ago and I know Houdini has progressed immensely, but from
>>> what I hear you still have to use expressions a lot, and I am much more a
>>> connect nodes and click buttons guy. It is awesome what can be done with
>>> Houdini, but it is just not very userfriendly that you have to remember or
>>> keep a repository of expressions to get things done.
>>>
>>> I wish it they would make an effort to get everything working with their
>>> nodes so it would just be a matter of connecting them right - how hard
>>> would that be, since the functionality is there..?
>>>
>>> //Morten
>>>
>>>
>>>
>>>
>>> > Den 3. november 2016 klokken 16:39 skrev Cristobal Infante <
>>> cgc...@gmail.com <javascript:_e(%7B%7D,'cvml','cgc...@gmail.com');>>:
>>> >
>>> >
>>> > "To get anything working"
>>> >
>>> > That's simply not true. Yes you can use some expressions here and
>>> there,
>>> > and some of it is the houdini way. Once you learn expression they make
>>> your
>>> > life easier. I personally use Evernote to write them down, eventually
>>> you
>>> > will learn them.
>>> >
>>> > The setup you described can be done with no expressions at all.. Up to
>>> you
>>> > though ;)
>>> >
>>> >
>>> > On 3 November 2016 at 14:43, Morten Bartholdy <x...@colorshopvfx.dk
>>> <javascript:_e(%7B%7D,'cvml','x...@colorshopvfx.dk');>
>>> > <javascript:_e(%7B%7D,'cvml','x...@colorshopvfx.dk
>>> <javascript:_e(%7B%7D,'cvml','x...@colorshopvfx.dk');>');>> wrote:
>>> >
>>> > > Well yes, I am sure Houdini is up to the task, and almost as sure I
>>> am not
>>> > > ;-)  I tried a bit of Houdini tutorial once and quickly got stuck
>>> because
>>> > > you have to type in expressions here and there to get anything
>>> working, and
>>> > > I am just not the syntax type.
>>> > >
>>> > > I actually found that Gustavo Eggert Boehs fine Motion Tools
>>> probably can
>>> > > do what I want, so I will give that a spin.
>>> > >
>>> > > //Morten
>>> > >
>>> > >
>>> > >
>>> > > > Den 3. november 2016 klokken 14:46 skrev Cristobal Infante <
>>> > > cgc...@gmail.com <javascript:_e(%7B%7D,'cvml','cgc...@gmail.com');>
>>> <javascript:_e(%7B%7D,'cvml','cgc...@gmail.com
>>> <javascript:_e(%7B%7D,'cvml','cgc...@gmail.com');>');>>:
>>> > > >
>>> > > >
>>> > > > 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
>>> <javascript:_e(%7B%7D,'cvml','x...@colorshopvfx.dk');>
>>> > > <javascript:_e(%7B%7D,'cvml','x...@colorshopvfx.dk
>>> <javascript:_e(%7B%7D,'cvml','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
>>> > > > > ------
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