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Another Exercise: Powerade "shattered" Commercial


MIguel P

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yeah me too I am interested specially on the Shatter side... i did a test with a human head.. and i did my "subnet" for semi-automatic shatter..(a cut for every subnet which with couple of trick can be turned into a HDA.. one day maybe)... but i'm interested on how you did it :)

cheers.. good job again

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Yea man looks awesome!.. I still havent found an efficient way to shatter geometry inside houidni. Maya has their excuse for it, which is actually very easy to use. I guess you could bring that geometry back in. But I was wondering if you did the shattered geometry inside houdini, and then brought it into DOPs or if you did an entirely differnt workaround. Cheers! :)

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Thanks guys.

Is very easy. I've used cookies to break te geometry (see an example called breaking rock), and I've put each chunk in a group and merge all. After, I put the model in a rbd glue object, very very easy.

The small chunks born like particles, but the movement are dynamics (rbd fractured).

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  • 1 month later...

Hi everybody,

I'm new to this forum and new to Houdini, so please bare with me. But I also got a couple of questions concerning this shot, and I hope someone can answer them briefly.

I took a look at the cookie/rock example and so far I understand this. Also the glueing part (well... in theory at least).

But what puzzles me are the following steps.

I would assume that after those steps mentioned above you now rig and skin the character, then animate it. If so - how can you tell Houdini when to "remove" the binding from the bones and calculate the dynamic simulation? Or is your shot done in a completly different way?

And - what did you animate in Maya? The "healthy" model (1 mesh), or the scattered model? And how did you bring back this animation to Houdini?

cheers,

Daniel

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Hi everybody,

I'm new to this forum and new to Houdini, so please bare with me. But I also got a couple of questions concerning this shot, and I hope someone can answer them briefly.

I took a look at the cookie/rock example and so far I understand this. Also the glueing part (well... in theory at least).

But what puzzles me are the following steps.

I would assume that after those steps mentioned above you now rig and skin the character, then animate it. If so - how can you tell Houdini when to "remove" the binding from the bones and calculate the dynamic simulation? Or is your shot done in a completly different way?

And - what did you animate in Maya? The "healthy" model (1 mesh), or the scattered model? And how did you bring back this animation to Houdini?

cheers,

Daniel

I animated the model in Maya and exported to Houdini as OBJ sequence. In Houdini, I breaked the animation last frame and imported to DOPs

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It would be more fantastic to see it breaking while keep moving. Looking forward to hear more about that.

BTW, how do u do the cookie? I mean do it procedurally, such that I can change the number of fragments instantly. Just wonder if we need to do this with Hscript or else.

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