hello guys,
I would like to simulate an earthquake in xsi,
I have a building, must fall, when soil moving,
does not have momentum or kratos,
is possible with ice?
I can shatter the geometry?
ideas?
thanks
earthquake simulation
- Daniel Brassard
- Posts: 878
- Joined: 18 Mar 2010, 23:38
- Location: St. Thomas, Ontario
- Contact:
Re: earthquake simulation
Some ideas...
old school:
1. Create two buildings, one complete and one fractured.
2. Using ICE Physics, set each fractured item with rigid body attributes and collisions. Make sure the pieces have some friction so that the pieces stay together until shaken. Don't forget to add gravity forces. Use clusters and weightmap to give some different attributes to portion of the model.
3. Hide the fractured geometry.
4. Start the ground shaking with the complete building, put some waving in the building top, trailing the ground by a bit so that it look like the building is rigid but has a little bit of give.
5. At frame x, hide the non-fracture building, unhide the fracture one.
6. let the simulation take it's course, adjust the rigid body parameters to taste.
7. To add to the effect, add some particle smoke and dust.
8. Keep shaking until done!
Other ways you can do it:
Lagoa multiphysics
Null controlled (i.e the null control the amount of fracture, move the null starting from the top to control the fracture effect, as you fracture the building, the parts fall off and collide)
My two cent! With what you have learned from XSI Base you should have some food for thought! Happy experimenting!
Cheers!
old school:
1. Create two buildings, one complete and one fractured.
2. Using ICE Physics, set each fractured item with rigid body attributes and collisions. Make sure the pieces have some friction so that the pieces stay together until shaken. Don't forget to add gravity forces. Use clusters and weightmap to give some different attributes to portion of the model.
3. Hide the fractured geometry.
4. Start the ground shaking with the complete building, put some waving in the building top, trailing the ground by a bit so that it look like the building is rigid but has a little bit of give.
5. At frame x, hide the non-fracture building, unhide the fracture one.
6. let the simulation take it's course, adjust the rigid body parameters to taste.
7. To add to the effect, add some particle smoke and dust.
8. Keep shaking until done!
Other ways you can do it:
Lagoa multiphysics
Null controlled (i.e the null control the amount of fracture, move the null starting from the top to control the fracture effect, as you fracture the building, the parts fall off and collide)
My two cent! With what you have learned from XSI Base you should have some food for thought! Happy experimenting!
Cheers!
$ifndef "Softimage"
set "Softimage" "true"
$endif
set "Softimage" "true"
$endif
Re: earthquake simulation
Hey Daniel, I did not understand your aproach. What do you mean by ICE Physics?
Gustavo Eggert Boehs
Blog: http://www.gustavoeb.com.br/
Blog: http://www.gustavoeb.com.br/
- Daniel Brassard
- Posts: 878
- Joined: 18 Mar 2010, 23:38
- Location: St. Thomas, Ontario
- Contact:
Re: earthquake simulation
By ICE Physics, a mean depending of the version of Softimage you have, ICE Rigid body dynamics or ICE Bullet Physics (2013).
You could also try Mr. Core PhysX GPU solution!
So many options, so little time!
You could also try Mr. Core PhysX GPU solution!
So many options, so little time!
$ifndef "Softimage"
set "Softimage" "true"
$endif
set "Softimage" "true"
$endif
Re: earthquake simulation
I use 2013, there is a new compound solution or alternative?
- Daniel Brassard
- Posts: 878
- Joined: 18 Mar 2010, 23:38
- Location: St. Thomas, Ontario
- Contact:
Re: earthquake simulation
Yes, from the Softimage 2013 manualI use 2013, there is a new compound solution or alternative?
http://download.autodesk.com/global/doc ... d30e285743PhysX Dynamics and Bullet Physics Engines
There are two ICE nodes in an ICE tree that makes all the rigid body action happen: Simulate Rigid Bodies and Simulate Bullet Rigid Bodies. Either of these nodes allows particles to collide with each other or with obstacles as rigid bodies.
Each node uses a different physics engines for simulating rigid bodies:
- The Simulate Rigid Bodies Node uses the PhysX dynamics engine for creating ICE rigid bodies. The PhysX engine is the same one that is used for creating non-ICE rigid bodies - see Rigid Bodies. Due to PhysX limitations, you cannot have more than 60,000 rigid bodies in a simulation environment.
- The Simulate Bullet Rigid Bodies node uses the Bullet physics engine for creating ICE rigid bodies. This allows you to use the actual shape of obstacle objects and convex hulls for rigid body particles, among other things.
$ifndef "Softimage"
set "Softimage" "true"
$endif
set "Softimage" "true"
$endif
Re: earthquake simulation
I am, after time and testing,
I can with ice, ice-filled and rigid body,
only, dust from the pieces I can not ...
We would like kratos ...
I can with ice, ice-filled and rigid body,
only, dust from the pieces I can not ...
We would like kratos ...
Re: earthquake simulation
Thanks to all, I managed to rigidBody with ice and shatter node,
fantastic
now I just put the powder, as this example:
http://vimeo.com/16085262
http://vimeo.com/15692205
http://www.youtube.com/watch?v=wIlXnD-XsGY
ideas?
thanks
Newcomer (<20 posts) alert: please use the URL tags - HB
fantastic
now I just put the powder, as this example:
http://vimeo.com/16085262
http://vimeo.com/15692205
http://www.youtube.com/watch?v=wIlXnD-XsGY
ideas?
thanks
Newcomer (<20 posts) alert: please use the URL tags - HB
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