Well deleting polygon happens in Modeling stack, while the simulation
happens in sim stack. Not sure something like Momentum handles this...

On Wed, Jan 20, 2016 at 4:00 PM, Morten Bartholdy <[email protected]>
wrote:

> 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
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> 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] > 
> wrote:
>
>
> Pretty fast, but a also bit shaky. Getting a lot of crashes, especially
> when negating the Point In Volume node.
>
>
>
> MB
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> Den 20. januar 2016 kl. 14:46 skrev Olivier Jeannel <
> [email protected] >:
>
> 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
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> 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
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> 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
>
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>
> --
> Simon Reeves
> London, UK
> * [email protected] <[email protected]> *
> * www.simonreeves.com <http://www.simonreeves.com/> *
> * www.analogstudio.co.uk <http://www.analogstudio.co.uk/> *
>
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