No I am trying to keep it as simple as possible, so I have frozen everything and only have translation animation on it. I was trying to create the inside of object A ( disappearing object) by doint the same polygon deletion reversed, ie. having an identical ICE tree on a copy of the volume used for deleting polygons, object B, of course also using a copy of object A without polygons being deleted. Very sketchy :)
Alas, I will probably not need it - I am planning to fracture my main object and make these pieces disappear using the ICE technique. The idea is to have a big solid object breaking into chunks which then gradually dissolve into smaller chunks, small debris and dust. Great fun BTW. Out of curiosity - would deleting polys on an RBD sim cause problems? I might just want to run RBD on the chunks that are supposed to disappear. MB Den 20. januar 2016 kl. 15:49 skrev Olivier Jeannel <[email protected]>: > Do you have a RBD simulation running while deleting polys? > > > On Wed, Jan 20, 2016 at 3:08 PM, Morten Bartholdy < [email protected] > <mailto:[email protected]> > wrote: > > Pretty fast, but a also bit shaky. Getting a lot of crashes, especially > > when negating the Point In Volume node. > > > > MB > > > > > > > > > > > > Den 20. januar 2016 kl. 14:46 skrev Olivier Jeannel < > > [email protected] <mailto:[email protected]> >: > > > > > Even simpler ! > > > > > > On Wed, Jan 20, 2016 at 2:30 PM, Simon Reeves < [email protected] > > > <mailto:[email protected]> > wrote: > > > > [deletpoly.PNG] > > > > > > > > this seems to work ok > > > > > > > > > > > > On Wed, 20 Jan 2016 at 13:03 Morten Bartholdy < [email protected] > > > > <mailto:[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] > > > > > <mailto:[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] <mailto:[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] > > > > > > > <mailto:[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] <mailto:[email protected]> > > > > www.simonreeves.com <http://www.simonreeves.com/> > > > > www.analogstudio.co.uk <http://www.analogstudio.co.uk/> > > > >

