Even simpler ! On Wed, Jan 20, 2016 at 2:30 PM, Simon Reeves <[email protected]> wrote:
> [image: deletpoly.PNG] > > this seems to work ok > > > On Wed, 20 Jan 2016 at 13:03 Morten Bartholdy <[email protected]> wrote: > >> The UV handling is a bit sketchy. When the null gets above a certain size >> the UV crap out on part of the geo. A copied version of the exact same >> setup with identical sizes is fine... >> >> >> >> Is there something particular I need to do to keep UV's intact? >> >> >> >> MB >> >> >> >> >> >> >> >> >> Den 20. januar 2016 kl. 13:49 skrev Morten Bartholdy <[email protected]>: >> >> >> Dooh - got it working with Test Polygon inside Null. Would be lovely if I >> could test if poly is inside another volume. >> >> >> MB >> >> >> >> >> >> >> >> Den 20. januar 2016 kl. 13:17 skrev Olivier Jeannel < >> [email protected]>: >> >> In Ice : >> Maybe Delete polygon inside null ? >> >> Get Null -> Test Polygon Inside Null -> (is element) Apply Delete Polygon >> >> On Wed, Jan 20, 2016 at 12:34 PM, Morten Bartholdy < [email protected] >> > wrote: >> >> I have a shattering and d emolition project going on and would like to >> hide shattered bits gradually by animating a volume to gradually surround >> them, or something to the same effect. My question is how to go about >> hiding objects when they are inside a volume? Can I do that in ICE? I can >> delete particles by volume, but how do I get from there to hiding geometry? >> >> >> I have yet to explore the possibilities in ICE modeling, but it seems >> there is nothing in the way of an ICE boolean, and the old style boolean >> engine can't cope with this geometry. >> >> >> Any ideas are most welcome :) - thanks! >> >> >> >> Morten >> >> >> >> >> >> >> >> > -- > Simon Reeves > London, UK > *[email protected] <[email protected]>* > *www.simonreeves.com <http://www.simonreeves.com/>* > *www.analogstudio.co.uk <http://www.analogstudio.co.uk/>* >

