Implosia FX - new ICE based shatter
Re: Implosia FX - new ICE based shatter
Can you explain a little bit more ? Which result you need ?
The main issue with this that we can't use set.topology outside the modeling region
The main issue with this that we can't use set.topology outside the modeling region
Re: Implosia FX - new ICE based shatter
Thanks for your patience!
My scens :
viewtopic.php?f=15&t=1918
Newcomer alert: please use the URL tags - HB
My scens :
viewtopic.php?f=15&t=1918
Newcomer alert: please use the URL tags - HB
- sirdavid32
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Re: Implosia FX - new ICE based shatter
Hi, I know it´s a long time thread, but does anyone know how to move a shattered box from 0,0,0 after caching with implosia the simulation on Momemtum?
- I shatter box
- Apply momentum rbd with colision
- Create ground
All this at 0,0,0
- Cache from momentum toolbar
Move the shattered box to x: -50
All chunks fly without control.
Any help to translate "cached" geo? I even tried with null objects. Wouldn´t work.
Thanks,.
- I shatter box
- Apply momentum rbd with colision
- Create ground
All this at 0,0,0
- Cache from momentum toolbar
Move the shattered box to x: -50
All chunks fly without control.
Any help to translate "cached" geo? I even tried with null objects. Wouldn´t work.
Thanks,.
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Re: Implosia FX - new ICE based shatter
plot again with SI after yout plotted with Momentum, then remove Momentum (all items).
- sirdavid32
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- Joined: 10 Feb 2010, 04:36
- Location: Ecuador
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Re: Implosia FX - new ICE based shatter
Thank you very much. I plot, after using momentum, then remove momentum.
After I do that, I can then make that plot simulation child of another null object (or another object): correct?
Thanks.
David.
After I do that, I can then make that plot simulation child of another null object (or another object): correct?
Thanks.
David.
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Re: Implosia FX - new ICE based shatter
actually you firts plot with momentum, then plot again with the "normal" plot in SI, remove all momentum stuff and load the SI plotted cache onto the object.
you do not need to parent a null to it, but you can.
does it work or do you need some clearer explanation?
you do not need to parent a null to it, but you can.
does it work or do you need some clearer explanation?
- sirdavid32
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Re: Implosia FX - new ICE based shatter
Thank you Sant0s! I will go on to it right now.
Another question that jumps here is: how is the weight painting affects fracture?
I looked into the IMPLOSIA FX compound, and there are no parameters there, to fracture by weightmap.
Is there another compound to specifically shatter where the weight map area is painted?
Thanks.
David.
After 10 minutes:
I Plot the simulation on momentum through it´s tool bar (Plotting - Plot selection).
After selection is done plotting. I select it, then on the ANIMATE - Tools - Plot - All transforms. It plots frame
to frame the simulation.
Then I playback and simulation (fracturing and falling) runs ok.
Thank I delete mometum parameters on the explorer (8 key on keyboard)
Move the object, and the momentum parameters appear again.
I Assigned the object to a null , moved it, but momentum forces still apply.
In addition seems momentum comes back even after it´s deleted. Is there another thing / parameter
I should check?
Thanks.
Correction after 10 more minutes:
I Removed MOMENTUM from the OBJECT and also the scene.
Wrote the cache on ICE, but forgot to plug it back to the same object via cache manager.
I checked on the write tab-on the additional option- baked animation: All transform.
Simulation Works!
Another question that jumps here is: how is the weight painting affects fracture?
I looked into the IMPLOSIA FX compound, and there are no parameters there, to fracture by weightmap.
Is there another compound to specifically shatter where the weight map area is painted?
Thanks.
David.
After 10 minutes:
I Plot the simulation on momentum through it´s tool bar (Plotting - Plot selection).
After selection is done plotting. I select it, then on the ANIMATE - Tools - Plot - All transforms. It plots frame
to frame the simulation.
Then I playback and simulation (fracturing and falling) runs ok.
Thank I delete mometum parameters on the explorer (8 key on keyboard)
Move the object, and the momentum parameters appear again.
I Assigned the object to a null , moved it, but momentum forces still apply.
In addition seems momentum comes back even after it´s deleted. Is there another thing / parameter
I should check?
Thanks.
Correction after 10 more minutes:
I Removed MOMENTUM from the OBJECT and also the scene.
Wrote the cache on ICE, but forgot to plug it back to the same object via cache manager.
I checked on the write tab-on the additional option- baked animation: All transform.
Simulation Works!
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- sirdavid32
- Posts: 309
- Joined: 10 Feb 2010, 04:36
- Location: Ecuador
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Texturing inner faces of chunks on Implosia
Hi, thanks again for all your help.
I´m creating a setup is to destroy a fraction of a wall (box).
So I select weightpainting to paint destruction area.
"Create proxy to paint",
"Assign weight map",
Paint
Assign Paint Marker to proxy.
-8-explorer:
I see "cube" and "cube_IFX_subdivide_Proxy."
Select both and use "Create base setup".
I´m attaching my setup on the ice tree.
My question is: HOW do I texture the inner faces? I´m using a box uv setup for the
wall. But inner faces are being textured as if a spherical uv texture map is rotated in 90º-
Any help to complete the setup I would greatly appreciate it.
Thanks
I´m creating a setup is to destroy a fraction of a wall (box).
So I select weightpainting to paint destruction area.
"Create proxy to paint",
"Assign weight map",
Paint
Assign Paint Marker to proxy.
-8-explorer:
I see "cube" and "cube_IFX_subdivide_Proxy."
Select both and use "Create base setup".
I´m attaching my setup on the ice tree.
My question is: HOW do I texture the inner faces? I´m using a box uv setup for the
wall. But inner faces are being textured as if a spherical uv texture map is rotated in 90º-
Any help to complete the setup I would greatly appreciate it.
Thanks
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Re: Implosia FX - new ICE based shatter
Doesn't automatically makes a cluster from inner faces?
- sirdavid32
- Posts: 309
- Joined: 10 Feb 2010, 04:36
- Location: Ecuador
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Re: Implosia FX - new ICE based shatter
It does. But in every direction. And also the UV(ing) it´s chaos...on version 2014...
So I was wondering if there was a special way to assign inner faces?
So I was wondering if there was a special way to assign inner faces?
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Re: Implosia FX - new ICE based shatter
Hey Guys,
Is this issue solved? This part would be one of the most importatn thing we need now...
Is this issue solved? This part would be one of the most importatn thing we need now...
Re: Implosia FX - new ICE based shatter
I've recorded some time ago how to assign any UVs on inner faces and sent it in PM , but i forgot to post it here, sorry.
https://www.youtube.com/watch?v=dfMWcz7_O7E
Does it work for you ?
https://www.youtube.com/watch?v=dfMWcz7_O7E
Does it work for you ?
Re: Implosia FX - new ICE based shatter
I have downloaded a demo version 4.5 and I read the pdf(which is for 2.0) .And watched "Impolsia FX 2.0 Basics" video .I could find the "In A Object" input for "IFX Slicer" Under Global settings.
Thank in advance.
Re: Implosia FX - new ICE based shatter
The 4.5 is actually slightly updated 2.0 build which is named by Momentum actual version which is 4.5.
You have to put the decomposed object in the A slot to slice it. I think this is the attribute you set in the right part of screenshot right after the decompose topo compound. Just get that attribute and connect to the A slot to slice it out by some geo.
You have to put the decomposed object in the A slot to slice it. I think this is the attribute you set in the right part of screenshot right after the decompose topo compound. Just get that attribute and connect to the A slot to slice it out by some geo.
Re: Implosia FX - new ICE based shatter
Hi..
Mr. Core I know it is very silly of me but I couldn't find it.Here is what I have done
1- Created a cube and put some uv on it.Then freeze history and translation.
2- Select cube from IFX panel and "Create Proxy to Paint".Freeze it ,then paint a WM after that "Assign Paint-Marker To Proxy"
3- Select "Proxy_Cube" and "Cube" from IFX panel "Create Base Setup".IFX_result created
4- Select ""IFX _result" and ""Add Partial Fracture Setup"
than added "IFX Voronoi Fracture" and "IFX Get Knife From Painted Object"
I am really sorry but I couldn't figure out by myself.It would be great if you look at the ice tree and point the mistake I have done
Thank alot
Mr. Core I know it is very silly of me but I couldn't find it.Here is what I have done
1- Created a cube and put some uv on it.Then freeze history and translation.
2- Select cube from IFX panel and "Create Proxy to Paint".Freeze it ,then paint a WM after that "Assign Paint-Marker To Proxy"
3- Select "Proxy_Cube" and "Cube" from IFX panel "Create Base Setup".IFX_result created
4- Select ""IFX _result" and ""Add Partial Fracture Setup"
than added "IFX Voronoi Fracture" and "IFX Get Knife From Painted Object"
I am really sorry but I couldn't figure out by myself.It would be great if you look at the ice tree and point the mistake I have done
Thank alot
Re: Implosia FX - new ICE based shatter
Hi,
is it still possible to buy Implosia 4.5 and Momentum 4.5? I have found only Momentum 3 on exocortex website.
Thanks
Robert
is it still possible to buy Implosia 4.5 and Momentum 4.5? I have found only Momentum 3 on exocortex website.
Thanks
Robert
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