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Hi all,
in slowmotion leaving a hole in it followed by some cracks.
Then it should fall apart in exactly those pieces divided by the cracks.
How can this be achieved?
Hope anyone understands my english ;-)
TIA
JSJ
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You could try this... http://www.geocities.com/ccolefax/explode.html I
really haven't messed with it much, but maybe it'll at least get you
started.
Stephen
"Josef Schmid" <J_S### [at] t-onlinede> wrote in message
news:3c729c37$1@news.povray.org...
> Hi all,
>
> in slowmotion leaving a hole in it followed by some cracks.
> Then it should fall apart in exactly those pieces divided by the cracks.
> How can this be achieved?
>
> Hope anyone understands my english ;-)
>
> TIA
> JSJ
>
>
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Hi Stephen!
But for this ani i would like the cracks spread out from one point and
i am not sure if and how this can be achieved with the object exploder.
Best regards
JSJ
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On Tue, 19 Feb 2002 19:43:03 +0100, "Josef Schmid" <J_S### [at] t-onlinede>
wrote:
>in slowmotion leaving a hole in it followed by some cracks.
>Then it should fall apart in exactly those pieces divided by the cracks.
>How can this be achieved?
How about this:
O'Brien, J. F., Hodgins, J. K. Graphical Modeling and Animation of
Brittle Fracture. SIGGRAPH 99 Conference Proceedings, 137-146, 1999
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG e-mail : pet### [at] tagpovrayorg
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Hi Peter!
This is exactly what i was looking for. But after a first look i fear
that my mathematic and pov skills are not sufficient to model this.
I was hoping that anyone had already tried this and found a easier
solution.
Bye
JSJ
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Only one that pops into my head is a two-part solution.
Build a solid appearing glass with the initial bullet hole and
travelling fracture lines in actual pieces CSG'd together, BUT,
be prepared to do the following:
nothing more complex then a sequence of mapped on textures using
however many frames you need of 2d art that illustrate the
texture proceeding to crack. I would do this by using an index
mapped texture map- not sure the exact term, but one where you
index actual texture numbers to you have maximum control over a
set of procedural textures you will define as your need
requires. Creating these frames can be approached itself in any
number of ways. I'll go no further on this.
I will say this again, because it needs to be stated twice:
Build the glass in pre-broken pieces that match you fracture
lines. Do this before building the fracture-line version
indexed-texture map series, because then you have a potential 2d
map to work from. (Big HINT there.)
When you animate, and when it comes to the time after the
fractures are done growing, blow the pieces apart as you will.
This whole process may require serious further innovation and
changes as you proceed.
No, I'll answer no more on this subject, nor elucidate. I have
finals approaching. And besides, there are other bigger, smarter
people around here who can help too.
-peter
--
Current obsession: "Ballet pour ma fille."
http://www.applesnake.net
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Hi Dearmad!
Thanks for your long explanation! This sounds like it could work
things. So if anyone has another good idea ... ;-)
Bye JSJ
P.S. good luck for your finals
Dearmad <dea### [at] applesnakenet> schrieb in im Newsbeitrag:
3C7978B9.A34A9BE1@applesnake.net...
> Only one that pops into my head is a two-part solution.
>
> Build a solid appearing glass with the initial bullet hole and
> travelling fracture lines in actual pieces CSG'd together, BUT,
> be prepared to do the following:
>
> nothing more complex then a sequence of mapped on textures using
> however many frames you need of 2d art that illustrate the
> texture proceeding to crack. I would do this by using an index
> mapped texture map- not sure the exact term, but one where you
> index actual texture numbers to you have maximum control over a
> set of procedural textures you will define as your need
> requires. Creating these frames can be approached itself in any
> number of ways. I'll go no further on this.
>
> I will say this again, because it needs to be stated twice:
> Build the glass in pre-broken pieces that match you fracture
> lines. Do this before building the fracture-line version
> indexed-texture map series, because then you have a potential 2d
> map to work from. (Big HINT there.)
>
> When you animate, and when it comes to the time after the
> fractures are done growing, blow the pieces apart as you will.
>
> This whole process may require serious further innovation and
> changes as you proceed.
>
> No, I'll answer no more on this subject, nor elucidate. I have
> finals approaching. And besides, there are other bigger, smarter
> people around here who can help too.
>
> -peter
> --
> Current obsession: "Ballet pour ma fille."
> http://www.applesnake.net
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