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quinniusmaximus

Cut or preShattering

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OK...

I'm cutting up a a piece of geometry to allow me to animate it before passing it off to DOPs.

The problem I'm running into is that my cut geometry is coming out in shards (the first image) as opposed to solid chunks (the second image) as I would hope.

My concern is that since it is not in chunks, I will run into further problems as I send these pieces off to DOPs.

If my concerns are unwarranted that would be great.

If anyone has thoughts on closing up the sides of the cuts that would be wonderful as well.

Thanks.

window_shatter.zip

post-4051-131092259242_thumb.jpg

post-4051-131092262039_thumb.jpg

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If I have crappy open geometry I tend to try and close the gaps with a combo of:

*) group all primitives -> allprimsgrp

*) group by unshared edges -> edgegroup

*) and a polycap that uses that edgegroup

*) group -> cappedprimitives through "not allprimsgroup" (inverting the allprimsgroup)

*) with a divide triangulate the capped primitives to get better geo out. - if that geo is still not good enough you might also want to bricker the entire geo, but it can get expensive as that adds a lot of subdivisions.

Question though:

Is your glass 3d? Or is it derived from a plane? It is much easier to shatter in 2d and then polyextrude + deform (creep, lattice) into 3d.

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Original bit was a plane, but like a real window, I thought it would look better if it had a little depth to it.

Were you suggesting maybe to shatter it and then extrude it? (which after reading again.. seems so).

I'm going to look into the shatter first, extrude later path.

Thanks for your reply.

Cheers.

If I have crappy open geometry I tend to try and close the gaps with a combo of:

*) group all primitives -> allprimsgrp

*) group by unshared edges -> edgegroup

*) and a polycap that uses that edgegroup

*) group -> cappedprimitives through "not allprimsgroup" (inverting the allprimsgroup)

*) with a divide triangulate the capped primitives to get better geo out. - if that geo is still not good enough you might also want to bricker the entire geo, but it can get expensive as that adds a lot of subdivisions.

Question though:

Is your glass 3d? Or is it derived from a plane? It is much easier to shatter in 2d and then polyextrude + deform (creep, lattice) into 3d.

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OK..

found a simple way to solve this....

Basically, just be smart and simple about how you want your geometry cut.

Originally, my input geometry, the windshield was on an angle (as most windshields or windscreens are). I had gone into a front view to draw my cutting lines. Now when these cutting lines were extruded and cookie'd with the windshield, the were cutting at an angle. Acute angle on one side, oblique on the other.

My simple solution was to just transform the windshield to be perpendicular to the cutting lines. Then after all my cutting is done, reverse the transform.

Not sure if I'm missing something, but based on appearances, I'm getting what I would expect.

cheers,

-quinn

Original bit was a plane, but like a real window, I thought it would look better if it had a little depth to it.

Were you suggesting maybe to shatter it and then extrude it? (which after reading again.. seems so).

I'm going to look into the shatter first, extrude later path.

Thanks for your reply.

Cheers.

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