Pillar impact 003

Pillar impact 003

Posted On: August 10, 2009
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This is and edited version of Philippe’s latest update on the Maya simulations. FULL VERSION HERE

In this clip he’s showing how he is going to use particles to generate the breakage on a mesh.

Below is a quick “how to” for use :

  • Create a poly object (try a simple one at first, like a cuboid).
  • You then need to create a group of locators to tell the Voronoi shatter script the location of each shard generated by the shatter.
  • Instead you can simply let the script create a group of locators for you from particles using a Maya emitter. To do this, place a Maya emitter in the scene and shoot particles at / into the poly object you just created. Don’t shoot too many particles or have them packed too densely because each one will represent one shard in the shatter. To start, keep the number of particles very low. Run the Voronoi Shatter script UI, set the mesh object (your poly object) and set the particles by selecting them then pressing the set button.
  • Select the “Constrained Particles to Locators” button. The script should create a group of locators from the particles that exist only inside the poly object.
  • Set the Crack Width to 0.0.
  • Do the Voronoi shatter.
  • Place the group where you want it in the scene before converting the shards to rigidbodies.
  • Select all of the individual shards (not the group!), then run the “EasyBake” script to create dynamica rigid bodies with all of the shards. When prompted to “Center pivots?”, select yes!
  • Rewind the scene (resets Dynamica).
  • Play.

Get script on HighEnd3D

This could be useful for our pillar impact (especially since we still have to get it modeled) and I think it does a pretty organic looking job.

Now to finish the full size pillar send it to Philippe and see if he can export the resultant broken mesh for us to use it as the base to UV texture?