Master chief Posted September 26, 2008 Posted September 26, 2008 ok i have a sceen where a bullet like projectile hits 2 armor tiles right where they connect , what should happen is that the tiles deform to just allow the bullet through then slowly restore to normal , only problem i have is that it seams to take way to many bones on the part that the bullet plows through and it dosent look very good , is there a way to set 1 model segment to automaticaly deform when another "hits" it or do i just have a lot more work ahead of me Quote
Julian Posted September 26, 2008 Posted September 26, 2008 Can you use muscle animation to deform the tiles? Quote
johnl3d Posted September 26, 2008 Posted September 26, 2008 if you set it up right a simple pose could open and close around an object open.mov open.zip Quote
Gerry Posted September 30, 2008 Posted September 30, 2008 Maybe an animated displacement map combined with an animated boolean cutter. If you're not sure what I mean maybe I could set up a quick example tomorrow. I'm just guessing, I haven't worked with displacement maps much, but animating a boolean cutter is pretty easy. Quote
Gerry Posted October 1, 2008 Posted October 1, 2008 Here's a quickie test with a boolean cutter. I didn't mess with a displacement map but that would definitely enhance the effect. If this looks like it might be what you're trying to do I'll post the .prj EDIT: this .mov file appears to hang after the first couple of frames. If it doesn't play properly, try dragging the progress bar to see the effect. bulletpiercetest_h264.mov Quote
Master chief Posted October 1, 2008 Author Posted October 1, 2008 ok thats more to waht i need , how do you do that Quote
Fuchur Posted October 1, 2008 Posted October 1, 2008 ok thats more to waht i need , how do you do that You although may have a look at Steffens "Resurface"-Plugin. It can help, if the mesh is setted in the right way, too. The second way is a boolean, but it will not actually deform the surfaces but cut them away. *Fuchur* Quote
Master chief Posted October 1, 2008 Author Posted October 1, 2008 ok how do i create a boolean cutter Quote
Gerry Posted October 1, 2008 Posted October 1, 2008 Here's the .prj file. You'll see that the Boolean is a second object in the same model as the "plated surface" model. Assign a bone to the piercing object and in the bone properties turn Boolean Cutter to ON. Now when you move the Boolean cutter to intersect with the wall it will cut out a negative shape in the exact shape of the Boolean object. Here's some things to keep in mind: 1) It won't show in the chor window. You have to render to final quality. You can always just render a still from the middle of the sequence if you don't want to render the whole scene to check that it's working; 2) The "cut" surface of the wall will be the color of the Boolean object; 3) Both objects have to be completely closed models for this to work, i.e., they have to have top, front and sides and the mesh can't have any open holes or missing patches. 4) The Boolean object will be completely invisible if it's not intersecting another object. To create the animation I just stuck the projectile in at frame 5, left it there for a second or two, then slowly backed it out. Good luck with this and keep posting questions. Bullet_Pierce.zip Quote
Gerry Posted October 1, 2008 Posted October 1, 2008 Here's a wireframe that shows the boolean object. bulletpierce_wireh264.mov Quote
Master chief Posted October 1, 2008 Author Posted October 1, 2008 ok very usefull , my only question know is can you set it so that a boolean cutter only removes Color A material and leaves Color b , such as the tiles blowing off but the circurty underneeth remaining Quote
Fuchur Posted October 1, 2008 Posted October 1, 2008 ok very usefull , my only question know is can you set it so that a boolean cutter only removes Color A material and leaves Color b , such as the tiles blowing off but the circurty underneeth remaining You will need a material effector for something like that. You can than create two materials and assign one of them to the material effector. If you now bring the material-effector near a surface, the cut area will get the new material while the rest will have the old material. *Fuchur* Quote
Gerry Posted October 1, 2008 Posted October 1, 2008 That's a good question. I did something similar last year, having footprints appear in snow. There are two things you could try. Either give the Boolean a flat nose and only push it through the outer skin without touching the circuitry, or make the circuitry a separate model. the Boolean won't cut through that. Quote
Master chief Posted October 1, 2008 Author Posted October 1, 2008 ok i was under the asumption that the boolena cutter and the tile where seperate models alltogether does this mean that both need to ocupie the same model file ? Quote
Gerry Posted October 1, 2008 Posted October 1, 2008 Yeah, a Boolean has to be part of the same model it cuts. It won't cut another model. If this doesn't work for you you may have to figure out another way of accomplishing the effect. A Boolean is just one way. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.