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Bullet through a tree


Roberto_R

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Hey Guys

If anyone could help me I would really appreciate it. I'm currently working on a bullet going through a tree but unable to get my desired out come from stretching the voronal fracture points. I've been searching the net for tutorials but haven't been able to find what I'm looking for. I've added the file I've done so far and a link of what I'm trying to archive as the bullet hits the plank. Once again if anyone could help me with this I would greatly appreciated it as increasing the points on the object sim times, hugely increase and still doesn't solve my problem.

Tree effect I'm trying to do:

http://www.google.co.uk/imgres?imgurl=http://sasquatchinvestigations.org/wp-content/uploads/2011/09/Bigfoot-Close-Break-2.jpg&imgrefurl=http://sasquatchinvestigations.org/bigfoot-research/tree-break-pictures/&h=300&w=400&sz=48&tbnid=mROn9ia0ICI5cM:&tbnh=92&tbnw=122&zoom=1&usg=__GJW8mqjgoaJ8uMMC-OUzjf9FbE0=&docid=bTGv-LvIzuO24M&sa=X&ei=hgRSUYnrC9Gb0AXryoCQAw&ved=0CHMQ9QEwCg&dur=38

Fracture_Bullet_test.hipnc

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here you go.

I made it quit a bit faster and added a glue network that gives you control over the strength between each fracture piece.

my suggestion for a shot like in the reference picture, model the tree and then use a single point for the impart. then feed that point into a vonronoi fracture point sop that will give you a lot of control over the placement of the fracture points.

Then animate the two main chunks, as they are your hero pieces by hand to give them the exact starting motion. you only need to animate the initial impact and the starting motion, after that you can feed them into dops to get the gravity and ground collisions right.

and for the smaller splinters, well the will get effected by the vel of the bigger pieces and you still have the collision that effects them.

That way you have a controlled sim that is art directable and not just good luck.

hope that helps you out a bit.

cheers,

Juri

Fracture_Bullet_test02.hipnc

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