Just out of curiosity, do you need the pieces to then fall or fly away?

Using the normal as inital vel?

Best,
Cris


On 3 November 2016 at 16:00, Orlando Esponda <[email protected]>
wrote:

> Have you tried with Momentum?  Your description sounds like the perfect
> job for it.
>
> El jue., nov. 3, 2016 9:55 AM, Morten Bartholdy <[email protected]>
> escribió:
>
>> It was long ago and I know Houdini has progressed immensely, but from
>> what I hear you still have to use expressions a lot, and I am much more a
>> connect nodes and click buttons guy. It is awesome what can be done with
>> Houdini, but it is just not very userfriendly that you have to remember or
>> keep a repository of expressions to get things done.
>>
>> I wish it they would make an effort to get everything working with their
>> nodes so it would just be a matter of connecting them right - how hard
>> would that be, since the functionality is there..?
>>
>> //Morten
>>
>>
>>
>>
>> > Den 3. november 2016 klokken 16:39 skrev Cristobal Infante <
>> [email protected]>:
>> >
>> >
>> > "To get anything working"
>> >
>> > That's simply not true. Yes you can use some expressions here and there,
>> > and some of it is the houdini way. Once you learn expression they make
>> your
>> > life easier. I personally use Evernote to write them down, eventually
>> you
>> > will learn them.
>> >
>> > The setup you described can be done with no expressions at all.. Up to
>> you
>> > though ;)
>> >
>> >
>> > On 3 November 2016 at 14:43, Morten Bartholdy <[email protected]
>> > <javascript:_e(%7B%7D,'cvml','[email protected]');>> wrote:
>> >
>> > > 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] <javascript:_e(%7B%7D,'cvml','[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]
>> > > <javascript:_e(%7B%7D,'cvml','[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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