Felix Telfer - Digital Media Studio

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A different approach

I think I’m going about this slightly wrong - somehow I don’t think the dynamic geometry *can* be translated before simulation - once dynamic, always dynamic.

I’m thinking I’m going to have to use some kind of constrains system to bind hidden shattered pieces together, then release them at a specified frame. As for how to do this…

OR

Mimic the built-in shatter script, somehow parent the shards to the unshattered geometry, setup a channel to control shatter visibility, then use self-collisions since the new shatter script creates slight distances between objects…?

Posted on Tuesday, April 13 2010.
Felix Telfer - Digital Media Studio Demolition via Dynamics, Particles, Fluids, and After Effects.
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