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Thread: Solid to animated destruction (DP PART MOVE)

  1. #1

    Solid to animated destruction (DP PART MOVE)

    Hello fellow wavers,
    I have a bit of a problem. I am trying to animated destruction on a decimated column.

    Click image for larger version. 

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    I have a null going up a column triggering the DP partsMove on rotation so I got the first half of the idea done but
    now I want the pieces to spread out in a blast radius type of movement. The move just pushes the entire column move by 1 m so its not an option.

    I also would to be able to control radius falloff.

    I attached a few pictures to describe what I am doing.

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  2. #2
    Click image for larger version. 

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    This is the effect going for

  3. #3
    You have to use the Curve node (it's under Gradient in the node editor) and animate e.g. the Alpha channel.

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    With this setup you don't need to use nulls because the curve handles the amount of effect.
    The horizontal axis represents the coordinate axis in 3D, in my case the X axis while the vertical the amount of the effect.
    So if you animate this curve in the editor only horizontally to the right, the explosion effect goes through the geometry.

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  4. #4
    Example scene here. Play with the curve node keys in the graph editor. The curve editor is not very intuitive because it behaves in a different way than the original graph editor.

    CurveNodeExplosionWithDPkitExample.zip

  5. #5
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    Just curious, wouldn't this be easier with dynamics. Or is there an advantage of doing it this way?

    I only ask as a curious observer.

  6. #6

    there are two things

    -'manual' way gives much more control
    -it requires no calculation

    a downside -can- be that it looks less,... dynamic.
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  7. #7
    Axes grinder- Dongle #99
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    Wouldn't the proper workflow be to get this as close to good as possible, then tweek the result in Chronosculpt?

    I mean, CS is free for 2015 owners.
    They only call it 'class warfare' when we fight back.
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  8. #8
    Registered User darkChief's Avatar
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    Interesting...

  9. #9
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    okay, thanks for sharing

  10. #10
    Quote Originally Posted by Continuum View Post
    Just curious, wouldn't this be easier with dynamics. Or is there an advantage of doing it this way?

    I only ask as a curious observer.
    I am working on an anime and I really need artistic control with a hint of real world dynamic-ism.




    Quote Originally Posted by jeric_synergy View Post
    Wouldn't the proper workflow be to get this as close to good as possible, then tweek the result in Chronosculpt?

    I mean, CS is free for 2015 owners.

    I always thought of that as a way to make us complacent since LW NEXT will be more than a year out.



    Bazsa, that sample scene was just what I needed. Not perfect but I can edit it to what I need it for.

    THANK YOU and yes the curve node is hard as hell to control.
    Last edited by Julez4001; 10-15-2016 at 01:50 PM.

  11. #11

    @ jeric_synergy

    Chronosculpt would work, but it couldn't maintain the volume of individual pieces, like for example DP PartMove.
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  12. #12
    Axes grinder- Dongle #99
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    Like I said, make a one-two punch: some dynamics, some Chronosculpt.

    There's a tendency among LW animators to A) try to do everything from one camera and B) get wedded to one methodology, in this case "100% dynamics".
    They only call it 'class warfare' when we fight back.
    Praise to Buddha! #resist
    Chard's Credo-"Documentation is PART of the Interface"
    Film the cops. Always FILM THE COPS. Use this app.

  13. #13
    Quote Originally Posted by jeric_synergy View Post
    Like I said, make a one-two punch: some dynamics, some Chronosculpt.

    There's a tendency among LW animators to A) try to do everything from one camera and B) get wedded to one methodology, in this case "100% dynamics".
    That's not how this is going to work, if anything it will be a two camera shots sequence and this is nodal work and not dynamics.



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  14. #14
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    That makes sense, thanks for explaining.

  15. #15
    Nodally, has anyone used a gradient to show part of a morph?


    Never mind --got it!


    Good ol' William Vaugh!
    Last edited by Julez4001; 10-16-2016 at 12:29 AM.

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