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 Post subject: Re: Softimage ICE fracturing?
PostPosted: 31 Dec 2011, 20:48 
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Joined: 22 Mar 2010, 18:43
Posts: 391
nuverian wrote:
We would go about it by putting the whole wall into a cluster and then releasing chunks based on the impulse that is applied to them. I don't have momentum, so I don't know if thats how it goes or similar.

I don't have the new Momentum versions either, so I don't know which things are exposed as "one-button" solutions (things like an impulse threshold should be very straightforward with Momentum ICE, but that still requires a few nodes and some knowledge of ICE).
Hopefully someone with Momentum can chime in and clarify. Or you could try the mailing list or Exocortex themselves.


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 Post subject: Re: Softimage ICE fracturing?
PostPosted: 31 Dec 2011, 22:20 
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Joined: 09 Jun 2009, 23:47
Posts: 88
Quote:
We would go about it by putting the whole wall into a cluster and then releasing chunks based on the impulse that is applied to them


that's pretty much the same workflow in momentum. Cluster + hitimpact arrays.

hitimpacts are the bullet collision impulses exposed to ICE via scalar arrays.

Unfortunatelly, in my opinion there are two things playing against momentum in it's current version, I can't tell you if they are bullet limitations or not, but here they are:

1) let's say we have a wall made of many bricks. If they are in a cluster, bullet treats all pieces as one unique body, thus the hitimpacts are the same for all pieces. This means that one cannot use impulse alone as a condition to break the chunks. You'll have to query for a second attribute that can be distance to collision object for example. Of course this leads to imprecisions on the simulation (which can sometimes be ignored depeding on the scene).

2) missing per island initial states. Momentum already has a nice feature that treats each polygon insland of an object as a separate rigid body (aka Deform Body). This specific "wall hit by cannon ball" scenario could be resolved without any clustering if there was a way to set sleeping mode for each island separately. As it is now, if you set a deform body init state to sleeping and hit a corner of the wall, everything falls down to the ground.

other than that, the level of control you have over your simulation with momentum+ice is unbelievably powerful. So if Helge could tackle this issues + some minor fracture bugs in the next version/update/patch it will become the best simulation solution out there.

my 2 cents.


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 Post subject: Re: Softimage ICE fracturing?
PostPosted: 31 Dec 2011, 22:31 
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Joined: 10 Aug 2011, 12:35
Posts: 93
Location: Kharkov, Ukraine
In my opinion, clusters are not perfect solution for this,maybe rigid and soft constaints are the best way. If you read some articles about this topic, there is a discussion of that by example of some great movies like 2012 \ transformers 3 etc.
This way also allow users to get applied impulse ( hitimpact ) per each object ( island ) and if it greater than some treshold = break constraint ant it will lead to breaking only 2 chunks, so, I think that is enough precision.


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 Post subject: Re: Softimage ICE fracturing?
PostPosted: 01 Jan 2012, 06:56 
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Joined: 29 Sep 2011, 23:25
Posts: 91
Location: Greece
I see...

@mr.core: is that methodology something that exists or can be done without a headache with momentum, or it's a suggestion as to how it should be done?

I remember on vimeo that your influence/inspiration comes from rayfire. Is that how it's done with rayfire?

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 Post subject: Re: Softimage ICE fracturing?
PostPosted: 01 Jan 2012, 15:15 
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Joined: 10 Aug 2011, 12:35
Posts: 93
Location: Kharkov, Ukraine
it is more suggestion based on some articles. ( see for example this if interesting ). I didnt see if there is setting of constraints from ICE in momentum and if there is really no this ability that is is headache to build this" glue" rig, yes ( but I am not digging mom deeply ). Maybe scripts could help, but i am not sure. Sorry for noise.

Regarding for rayfire - probably, that's black box, but something like "rebars" is definitely made by using of soft constraints.


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