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 > > > > > > > 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 > > > > > > > > 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 > > > > > > > > > > > > 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/> * > > > > > > >

