orinfitchett Posted February 12, 2018 Share Posted February 12, 2018 Hi all, I've got a scene where I want to have a metal object receive an impact and then tear up with all the dents etc, I've used a Voronoi setup where my conetwist constraints switch to a hard glue constraint after a certain angle is met which keeps the box deformed, also the glue does break off for debris. The problem I have is that while it does look ok, I don't know how to set this up so that there are no cracks; would I have to drive a higher resolution piece of geometry with this? A good example of what I'm looking to achieve is in this video if I haven't explained it well enough. Any help is much appreciated deformation_01.hipnc Quote Link to comment Share on other sites More sharing options...
fencer Posted February 12, 2018 Share Posted February 12, 2018 Check this ideas 1 Quote Link to comment Share on other sites More sharing options...
stickman Posted February 12, 2018 Share Posted February 12, 2018 Holy bejeezus! Impressive. Gleaming lots of stuff in there... love how low poly geo is first collided/deformed, then the finer sheets are tearing based on that. Very very impressive. Quote Link to comment Share on other sites More sharing options...
Midasssilver Posted May 10, 2018 Share Posted May 10, 2018 That train sim made me wet Quote Link to comment Share on other sites More sharing options...
Jesper Rahlff Posted May 10, 2018 Share Posted May 10, 2018 On 2018-02-12 at 7:28 AM, orinfitchett said: Hi all, I've got a scene where I want to have a metal object receive an impact and then tear up with all the dents etc, I've used a Voronoi setup where my conetwist constraints switch to a hard glue constraint after a certain angle is met which keeps the box deformed, also the glue does break off for debris. The problem I have is that while it does look ok, I don't know how to set this up so that there are no cracks; would I have to drive a higher resolution piece of geometry with this? A good example of what I'm looking to achieve is in this video if I haven't explained it well enough. Any help is much appreciated deformation_01.hipnc you original mesh that you fracture with the voronoi can be used and deformed based on your voronoi simulation. I assume that your voronoi sim and the original mesh have the same point count. You can simply use a pointdeform to transfer your sim animation to your orignal mesh 2 Quote Link to comment Share on other sites More sharing options...
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