Physics and geometry

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Physics and geometry // New Users

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Post by Freaky42 // Aug 25, 2006, 3:14am

Freaky42
Total Posts: 28
Ok simple question here... heh... yeah. Anyways.


Is there a way or a workaround to allow your shiny,pretty 3D objects be destroyed within Truespace? I mean like for the sake of animation. Say make a nice ranchstyle home with a little yard and a picket fence and then say... cause said home to be "blown up". Or for the geometry to be dismantled and scattered in a random or even sytematic way so as to look like an explosion.


The house is one example. I am asking in a brouder scope such as perhaps a pillar crumpling from a impact or a set of cloth like objects being torn.


Is this done through physics simulation perhaps? If so can it do this to an object or does it simply modify a object without seperating or adjusting poly count or any parameters that can't be repaired?


Basically can I make with the demolition work here. Or is this all going ot be post production, smoke and mirrors kind of stuff. Nevermind the smoke and mirrors for now.


Thank you.

Post by Bobbins // Aug 25, 2006, 3:53am

Bobbins
Total Posts: 506
You'd really need to model the seperate fragments of the object to be exploded, then assemble them together. Under tS7 Player physics you can use adhesion to keep the pieces together until you explode them.


If you can find a (very, very, very) old helper application by Rob Bryerton called "Exploder" then this will actually break an existing mesh for you and explode it in a variety of ways, although it can only break a mesh along existing vertices. A quick search hasn't located any links for it for me, but some persistant digging might find it.

Post by frootee // Aug 25, 2006, 4:12am

frootee
Total Posts: 2667
pic
well, I think there is a plugin from VC (Virtual Caldenia); I think the VC plugin is called VC TNT.

Here is the link:


http://virtualcaledonia.com/


It can be purchased from them for $29. You can purchase this and other plugins on the truespace raypak CD for $199. Contact customer service for questions;

these plugins were developed for versions 6.6 and older; Anyway, here's the link to the raypak plugin cd page:


http://www.caligari.com/products/trueSpace/ts5/Plugins/Caligari/rayPak/default.asp?Cate=Caligari


And here is the link to the list of compatible plugins, up to version 6.6:


http://www.caligari.com/store/Plugins/compatibility.asp


There is a list somewhere around the forums, of the plugins which work with 7.


Frootee

Post by Steinie // Aug 25, 2006, 5:24am

Steinie
Total Posts: 3667
pic
Compatabilities of Plugins:


http://www.caligari.com/store/Plugins/compatibility.asp

Post by Freaky42 // Aug 25, 2006, 8:15am

Freaky42
Total Posts: 28
(Emma)

Ahh here. I thought someone might Mention True Particles. Using a particle emitter to create explosions with nothing but the explosion in mind might work however,(keep in mind I can't touch my TS7 for about another month:( ),I am wondering predominantely about the destruction of an existing geometric object.


If True particles can do this or there is a clever workaround to simulate a single object being blown apart,or torn,or even crushed as in the application of some violent physical force being put on the object. Then by all means please tell me if this is so.


(Bobbins)

Yes this is basically what I want to achieve but I was looking to see if there was an inate TS ability to seperate and explode the mesh. Perhaps in response to another object interacting with the mesh to be, err well exploded :P .

Also if, as you say I can adhere seperate objects together to make them explode in that manner. In what ways can the explosion be triggered. Such as, say a bowling balling landing on a brick and cracking it in twain perhaps. Or into many other pieces.


I suppose the core question for me is:Can I make something break(seperate the mesh) with input from another source: I.e. Object interactions, object simulation(like a plate dropping to floor and shattering), without having to model all the pieces individually, and within TS7+.


Also thanks to all for the plugin references. I will give them my attention. Your patience and assistance on this is appreciated.

Thanks again.

Post by Freaky42 // Aug 25, 2006, 8:42am

Freaky42
Total Posts: 28
Thank you. I read up a bit on the plugins in the raypak and others. I believe that VC TNT is indeed what I was looking for. After all you can't blame me for not wanting to model out each and every one of those pieces shown on the raypak page for that poor destroyed tank, and then glue them all together can you:jumpy: ?:rolleyes:


I am sure this is not a fix all. No one tool can do it all and I will assuredly need an amalgamation,( did I spell that correctly:confused: ) of tools and techniques to make a worthwhile final product. This is however the basics of what I was asking so thank you:) .


So then this function is currently not "in" TS7 as it stands without the plugin,( or scripting which I currently no nothing of),then? Just to be sure.

Oh yes which bodes the question will this be something perhaps along the lines of Animation tools that may be present in TS7.5?


Thanks again for all the answers you have indeed pointed me in the right direction.

Post by Bobbins // Aug 25, 2006, 8:51am

Bobbins
Total Posts: 506
Yup, you're right. You can use trueParticles for it with a fragmentation emitter. Just go play with it and you'll see.


As for using the physics engine, you can keyframe a non-rendering object to rapidly expand over a number of frames. When the expanding object collides with the object(s) that have physical properties, they will get pushed as though being hit by a blast.

Post by Chester Desmond // Aug 25, 2006, 9:46am

Chester Desmond
Total Posts: 323
one other thing that might work (depending on the complexity of the object) would be to cut it up with "sword" from the Monster Kit (on dePak) or the Knife from CK Game's Polytools. This would divide the object into pieces but the pieces could retain their position until hit by a physics object.

Post by b_scotty // Aug 25, 2006, 9:48am

b_scotty
Total Posts: 176
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If you want to use TrueParticles, just make a copy of your object. Then use trueparticles to fragment the copy. All that remains is to keyframe the opacity of the objects such that the original is visible until the explosion, then the fragmented one after. Works quite well, and is my favorite way to blow things up. :) vcTNT will do a very nice job as well. Hope that helps!
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