Implosia FX - new ICE based shatter

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stevegh
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Re: Implosia FX - new ICE based shatter

Post by stevegh » 08 Nov 2011, 11:16

Awesome! I will try this and really awesome plugin Mr Core! This + Momentum is really kick ass stuff.

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Mr.Core
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Re: Implosia FX - new ICE based shatter

Post by Mr.Core » 08 Nov 2011, 14:05

Hi All!
I am happy to say you that there is started beta testing of commercial version of Implosia Fx ( which tentatively called "CarveAndShatter." :) )
You can join beta here . I'll glad to see everyone :)
What's new:
-Iterative fragmentation
-Much much improved workflow with toolbar ( now you can do fracturing in one-two click with all stuff like texture's transfering and the different materials on the inner and outer parts )
-32 bit system as well as 64bit
-Instant support :)

And of course, all your suggestion will be accepted and the final version can be changed respectively to your requests
Thanks!

Cheers,
-Oleg

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Mr.Core
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Re: Implosia FX - new ICE based shatter

Post by Mr.Core » 11 Nov 2011, 20:48

Hi guys,
Beta1 has been started just now! Check out betagroup for the link and enjoy :)

mjike
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Re: Implosia FX - new ICE based shatter

Post by mjike » 16 Nov 2011, 08:30

Awesome!
Can work fine with shape deform animate mesh?

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Mr.Core
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Re: Implosia FX - new ICE based shatter

Post by Mr.Core » 16 Nov 2011, 09:05

mjike
I think yes, but you need to copy animated mesh, frezee copy and set copy.pointposition from the original mesh, and after copy.pointposition you can connect fracture compounds

mjike
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Re: Implosia FX - new ICE based shatter

Post by mjike » 16 Nov 2011, 09:41

Thanks,Oleg!
I understand you mean,but after shatter,the Topology not same, how to continue?
I want to keep the deform animate, and also shatter, how to do it?

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Mr.Core
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Re: Implosia FX - new ICE based shatter

Post by Mr.Core » 16 Nov 2011, 09:58

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

mjike
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Re: Implosia FX - new ICE based shatter

Post by mjike » 17 Nov 2011, 12:09

Thanks for your patience!

My scens :
viewtopic.php?f=15&t=1918

Newcomer alert: please use the URL tags - HB

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sirdavid32
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Re: Implosia FX - new ICE based shatter

Post by sirdavid32 » 20 Jan 2014, 23:33

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,.

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sant0s
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Re: Implosia FX - new ICE based shatter

Post by sant0s » 21 Jan 2014, 13:05

plot again with SI after yout plotted with Momentum, then remove Momentum (all items).

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sirdavid32
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Re: Implosia FX - new ICE based shatter

Post by sirdavid32 » 21 Jan 2014, 18:18

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.

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sant0s
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Re: Implosia FX - new ICE based shatter

Post by sant0s » 21 Jan 2014, 18:34

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? :)

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sirdavid32
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Re: Implosia FX - new ICE based shatter

Post by sirdavid32 » 28 Jan 2014, 16:56

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!

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sirdavid32
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Texturing inner faces of chunks on Implosia

Post by sirdavid32 » 07 Feb 2014, 20:50

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
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Bullit
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Re: Implosia FX - new ICE based shatter

Post by Bullit » 08 Feb 2014, 23:13

Doesn't automatically makes a cluster from inner faces?

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sirdavid32
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Re: Implosia FX - new ICE based shatter

Post by sirdavid32 » 12 Feb 2014, 17:42

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?