I am trying to put together an effect where I need to explode prefractured 
chunks of geometry from a mesh.

Ideally it should be controllable so I can move a null o an object around and 
start bits flying off away from the original unfractured objects surface along 
the normals.

I Have fractured the bits and used Julian Johnsons excellent Faster Polygon 
Islands operator to generate particles and lock the chunks to the particles. 
This setup works fine in a non simulated tree where I can do nonsimulated 
effects like turbulizing the position of the particles with 
emtool_turbulize_position, but I need to make it simulated, apply some forces, 
and use some sort of inititalizing object for the effect, so it can be animated 
to grow from one place on the geoemtry and spread out over the surface.

I can't really figure out how to take the pointcloud generated by Julians 
emVI_Create Particles from Island Centres and explode the particles. Is there 
perhaps a tutorial somewhere or a different method for attaching geometry to 
particles and simulate them, either just straight forward or as Bullet RBDs?

Thanks.


//Morten
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