Well yes, I am sure Houdini is up to the task, and almost as sure I am not ;-)  
I tried a bit of Houdini tutorial once and quickly got stuck because you have 
to type in expressions here and there to get anything working, and I am just 
not the syntax type.

I actually found that Gustavo Eggert Boehs fine Motion Tools probably can do 
what I want, so I will give that a spin.

//Morten



> Den 3. november 2016 klokken 14:46 skrev Cristobal Infante <[email protected]>:
> 
> 
> This would be very straight forward in houdini, and possibly a good
> exercise to get going ;)
> 
> On 3 November 2016 at 13:19, Morten Bartholdy <[email protected]> wrote:
> 
> > 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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