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Thread: collapsing floor in bullit

  1. #1
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    collapsing floor in bullit

    How can i collaps a floor in such a way that the pieces doesn't fall at the same time but in a linear way or from the centre of the floor too the edge.???????

    Thanks in anticipation.

  2. #2
    A weight map could be used to affect what falls first to last.
    Do this through the nodal system.
    Robert Wilson, MA Deaf Ed.
    Indiana Deaf School
    This e-mail may contain information protected under the Family Educational Rights and Privacy Act.

  3. #3
    For something like this?
    https://vimeo.com/157240124
    Tim Parsons
    Technical Designer
    Sauder Woodworking Co.

    http://www.sauder.com

  4. #4
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    For this sort of "managed destruction", I'd Fracture the floor object with a centered Sphere in the backtground layer to make the fractures more dense toward the middle of the floor, set the Glue Strength to 100% on the Parts Body floor, and use a moving Bullet Collision object which "unglues" the Parts of the floor over time using a Gradient on Distance to Object. Sample scene attached.

    Click image for larger version. 

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    MOV file: Bullet_FloorDropAway_Simple_MovingCollisionObject.mov

    In Modeler, you create a Floor object and a surrounding Foundation with a ledge to support the edges of the floor as it falls apart:

    Click image for larger version. 

Name:	01_Modeler_CreateUnfracturedFloor.jpg 
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ID:	145490 Create unfractured floor

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Name:	02_Modeler_CreateFoundationLedgeWithBoolean.jpg 
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ID:	145491 Create foundation with ledge using Boolean subtract, Knife, Extend

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Name:	03_Modeler_CreateBkgSpherePolysForFracture.jpg 
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ID:	145492 Create spherical object for background Fracture polygons

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Name:	04_Modeler_FractureUsingBkgPolys.jpg 
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ID:	145493 Set up Fracture using background polys

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Name:	04-2_Modeler_FractureUsingBkgPolys.jpg 
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ID:	145496 Fracture results

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Name:	05_Modeler_CreateBulletCollisionObject.jpg 
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ID:	145494 Create Bullet Collision object (will be hidden)

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ID:	145495 Rename all layers for clarity using F7

    Save the object and send it to Layout.

    In Layout, the Floor_Unfractured layer isn't a Bullet object, but is just there to dissolve to 100% when the Floor_Fractured Parts Body starts falling apart. Here's the other Bullet setup:

    Click image for larger version. 

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ID:	145497 Set the Foundation to Static Body

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Name:	02_Layout_BkgFracturePolys_TotallyHidden.jpg 
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Size:	919.4 KB 
ID:	145498 Completely hide the Background Fracture Poly object

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Name:	03_Layout_FloorFractured_PartsBodySetup.jpg 
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ID:	145499 Set up the Floor_Fractured layer as a Parts Body with a Gradient=>Distance to Object on Glue Strength

    Click image for larger version. 

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ID:	145501 Parts Body Activation is Start Sleep (until touched by Collision Body)

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Name:	04_Layout_BulletCollisionAsCollision_MoveUp.jpg 
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ID:	145500 Bullet_Collision layer is Bullet Collision object, Moved up so it doesn't touch the Fractured Floor initially

    Click image for larger version. 

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ID:	145502 Bullet_Collision also set completely hidden

    The background fracture polygon layer and the Bullet_Collision layer are completely hidden by using the Object Properties=>Render tab and setting Unseen by Camera, etc. and clearing all the Shadow options.

    With Dynamics Disabled, create a motion path for the Collision object to unglue the floor:

    Click image for larger version. 

Name:	05_Layout_DynamicsDisabled_MoveCollisionObject.jpg 
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ID:	145503 Dynamics Disabled, move Collision object

    MOV file: Bulllet_FloorDropAway_DynamicsDisabled_MoveCollisionObject.mov

    Turning on Dynamics, use Front View to determine when the Floor_Fractured body starts falling apart, and Dissolve the Floor_Unfractured object (not a Bullet participant) to show the fractured floor using an Envelope:

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ID:	145505 Dissolve the Floor_Unfractured object (not a Bullet participant)

    Add some texturing, setup the backdrop:

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    Enable VPR so the hidden objects and dissolve shows, fine-tune the Parts Body parameters and the Collision object motion:

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    Have fun!
    mTp

    P.S. Note that the uploaded animation isn't from the attached sample scene. The sample scene was recreated from scratch to provide the screen shots. I actually think I like the sample scene animation better, although I wouldn't move the Collision object down to Y=0 so there aren't so many floor fragments which "explode" upward.
    Attached Files Attached Files
    Last edited by MonroePoteet; 07-18-2019 at 10:00 AM. Reason: P.S. Uploaded MOV file of animation isn't sample scene

  5. #5
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    Here's the sample scene with the Collision object motion and unglue gradient fine tuned to have a larger close-to-zero Glue Strength area around the collision object.

    MOV file: Bullet_FloorDropAway_SampleScene_FineTuned.mov

    mTp
    Attached Files Attached Files

  6. #6
    Frequenter
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    I don´t know how happy the OP with your directions but I feel the strong urge to just praise you, MonroePoteet, for your amazing support of the community!!! You are a real asset for all lightwavers out there! Kudos to you - tons!!! :-)

  7. #7
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    Thanks! I enjoy helping out when I have the time, and I'd done this sort of simulation before. That "unglue by distance to object gradient" is a powerful technique for "managed destruction", allowing a Bullet Parts Body to be torn apart / destroyed under control of the referenced object by moving it around. For example, multiple bullet hits on a wall, or here's a really old, simplistic animation I did of a laser beam tearing apart a concrete wall using the same technique:

    Click image for larger version. 

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    MOV file: ConcreteWall_LaserBeam.mov

    Again: Have fun!
    mTp

  8. #8
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    YES!!!!!!.Thank you for your reply
    Marc

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