Jump to content

attaching fracturing geometry to an animated base

Recommended Posts

Hey, i am trying to do an effect where a wooden skybridge is being blown apart by a cannon.

I have been given a set animation of the bridge floor which has been specifically animated and i have pinned voronoi fractured wooden planks to that. I then want to procedurally destroy the planks using keyframed objects when they collide.

At this current stage i kind of have a working setup but having attached the planks to the animated floor using DOPImport and Transform pieces i seem to be getting a strange offset. 

By narrowing down the previous nodes it appears that the poffset is coming from the voronoi fracture node but i cant seem to fix it. Any ideas? Or any ideas on how to better set this up?



*Scene file is attached.


Edited by tottman1
  • Like 1

Share this post

Link to post
Share on other sites

you need to add timeshift and stop it at first frame for rest position and then feed that to 3rd input of transform pieces. it will work.

  • Like 1

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now