I dont know, unless things seriously broke, I've done some pretty elaborate simulations (with large chunks and *tons* of tiny peices) using just the first momentum + IFX combo, and since then in subsequent MOM versions if anything suposedly got considerably faster (was already *fast*) and more directable.
(and quite probably still way faster/easier than Houdini point simulations)

But if you want your peices to then be say washed away by fluid particles, then Houdini would probably be best, Houdini for FX you cant go wrong, and it's community hasn't been and is unlikely to be displaced.


On 08/26/15 3:26, Cristobal Infante wrote:
I agree with what most people have said here, it's just not worth the hussle to go at it with MOM, but if you insist  rollback softimage to the exact version MOM3 was released for. At least your demo files should work. Like many I used MOM3, but found it unreliable at least with newer versions of soft.

However it will be a very lonely place, the MOM exocortex list is pretty much dead, and you may find some big hurdles ahead. 

Why not give Houdini a shot? it seems like a perfect proyect to get started, and you can get a lot of help from odforce and sidefx..
 

On Tuesday, 25 August 2015, Olivier Jeannel <[email protected]> wrote:

4.something
I watched again, tried some demo scenes. Things seem a bit tricky at ice level with bizarre results :/

Le 21 août 2015 13:11, "Rob Chapman" <[email protected]> a écrit :
which version of Momentum are you using?  it was the later versions that introduced some kind of 'ICE control' over the each elements bullet sim settings - more details here of the example scenes provided which looks like it gives you the effect you are after in several different ways


On 21 August 2015 at 11:36, Olivier Jeannel <[email protected]> wrote:
Back from hollydays, I'm at some Momentum test again.
Does anybody knows how the States are working with Momentum ? 
I've tried the classic State+State Machine combination to change the Mass of the particles from 0 (State 0) to 1 (State 1), but Momentum seems to ignore it.

I can see a State Attribute in the SetRigidBodyAttributes, but I don't know how to use it.

Thank you !

On Fri, Aug 7, 2015 at 4:54 PM, Mario Reitbauer <[email protected]> wrote:
Go back to the Softimage version Momentum was introduced with and work with that.
Might be the safest thing to do when you want to work with it nowadays.

2015-08-07 15:48 GMT+01:00 Simon Reeves <[email protected]>:
Aha, yes that's the video I followed, same kind of thing as François :)


On 7 August 2015 at 14:32, Olivier Jeannel <[email protected]> wrote:

Thank you François !
Beautifull shot and clever technique !

Thanks for the topolizer tutorial, will keep that one in the back of my head ;)
Unfortunatly my debris will have to colide on the ground so I'll give Mom a go, at least until it stop working...

I'm glad people keep answering on the list :)

Le 7 août 2015 14:41, "Francois Lord" <[email protected]> a écrit :
I did that just yesterday and indeed... it gives you lots of control and speed. You have no collisions, but sometimes it's enough. For destruction stuff however, I doubt it.
I used the same technique on this shot 2 years ago.  https://vimeo.com/55545305
The length of the shot and the deadline didn't allow for RBD simulation. I needed something quicker.

Olivier, you can always have a look at this tutorial. http://vimeo.com/50751483
You need emTopolizer and the workflow is a bit convoluted, but it's true you can work faster this way. Maybe it's possible to use Simulate Bullet RigidBody on the particles at the end and set the particles sizes to match the poly chunks. That could work for real simple stuff.

Don't give up on Houdini. For destruction stuff, that's where the fun is.

On 07-Aug-15 05:34, Simon Reeves wrote:
I think it's simpler to not involve ICE if you just want rigid bodies with momentum (just simulation I mean). 

Recently though I used a setup which was non-simulated, cracking geo with implosia and then using emtools of some variety (I think from a mootzoid video) - creating a pointcloud from polygon islands, manipulating the pointcloud, and then that drives another copy of the original mesh, worked well! Lots of control.


On 7 August 2015 at 10:18, Olivier Jeannel <[email protected]> wrote:
You are killing me with answer like that, but yes, it seems deeply bugged, some demo scene makes xsi crash. That's really a shame.

So far I've found a working solution : Pimping the "Mom Emit Deform Control" and setting the Mass to 0 (passive RBD)  when inside an Geometry and back to 1 (active RBD) when outside seems workable.
Wish I could play with some states, will try later.

I'll rely on ice magic. I gave up on Houdini, Maybe I'll look at some more tutorials during hollydays...

On Fri, Aug 7, 2015 at 1:04 AM, Christian Keller <[email protected]> wrote:
Try another software package like Houdini for that, or be prepared for maybe more pain than you'd expect.
Momentum is a bit p.i.t.a dir complex Thinges
Sorry couldn't resist ;)
Every second time you playback it works.
Sim is never the same you press the button, always cache it, otherwise you'll never get the same result. The sim engine itself is pretty cool if you use it in another package, but the soft implementation is half baked and feels dirty. No offense to the developers, if it's a softimage problem or what else ...

--
Christian Keller
Visual effects|direction
+49 179 69 36 248

[email protected]
Vimeo.com/channels/96149

> Am 06.08.2015 um 22:02 schrieb olivier jeannel <[email protected]>:
>
> Hi gang,
>
> I'm doing simple tests for an upcoming job that should involve destruction stuff, like walls and houses.
> So, I gave a try to Momentum and Implosia.
> I remember there was an old Momentum + ice setup or a tutorial, I think by Yujaheo on vimeo. It was a cracking ground that was gradualy cracking.
> Atm, I'm having trouble having something better than an ON/OFF start for the whole simulation.
>
> Does anyone remember this ?
>
> Thank you !
>
> Olivier








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