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Full Version: Dyamic object vs. Breakable/explode object
Hash, Inc. Forums > Technical Direction and Development (Learning Animation:Master) > A:M Tutorials and Demonstrations > Newton Physics
heyvern
Here's the scoop:

A dynamic object should be centered in the model window 0, 0, 0.

A breakable/explode object ALSO should be "centered" but the individual breakable parts do not need to be.

So my question is this. If I make a breakable/explode object with ONE mesh and ONE explode bone, technically it should just be a dynamic object but as a breakable/explode object I have the option to have the mesh and Explode_ bone and group "off center".

For example I'm making a set of dynamic plastic letters as separate models. Using the plugin to place one model over and over and then replacing each instance with the correct letter by changing the shortcut in the choreography the lowercase letters that are "smaller" than the uppercase letters can be offset on the Y axis using a breakable/explode object. If I use a plain dynamic object each lowercase letter will be centered and have to be shifted down.

So this is either a question or... a tip? I've tested this and it seems to work.

A few oddities:

The attribute for "Breakable/Explode" won't stay on the model when saved. It will stay in the chor settings but not on the model itself. Also a dynamic object bounces differently but... this could have to do wth the where the center of the model is located or it being "lopsided" can't tell.


-vern
heyvern
I think I understand now.

A breakable/explode object should have a center based on the WHOLE shape. So imagine a sphere that is breakable. It will fall as a whole sphere and won't break until it hits something with enough force to break the join holding the smaller parts or Explode_ bones in place. Each piece then acts as a unique object. If for example the sphere was missing all but one of the pieces it would fall and act as a whole sphere... which would look strange... but once it "broke" then that single piece would behave normally.

If I were to have just one bone and one mesh "offset" or not centered, technically it would appear to be working as long as this "odd" breakable object was broken "right away". The one Explode_ bone must break loose from the "whole" model otherwise the object WILL fall and act in a strange way.

I'm torn now. It would appear that doing it this way has benefits... but... if it doesn't work out perfectly or I have problems later it's going to be a pain to change the whole alphabet models twice (upper and lower case).

<sigh> decisions decisions.

-vern
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