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View Full Version : Creating destrutable objects?


irritated1
06-03-2009, 12:06 PM
Ahoy,

does anyone know where i can find a good tutorial for creating destructible objects, or just some idea of the workflow involved.

thanks

Aftermath
06-03-2009, 12:53 PM
Something like this is done using Break in 3dsmax.

http://www.youtube.com/watch?v=kJsJmklwSMM&feature=player_embedded

Or are you talking for Unrealed? Some people use booleons for that type of affect and set it on a triggered event.

irritated1
06-03-2009, 01:49 PM
yeah i was thinking for unreal or another game engine but Booleans seems like a start

thanks for the feedback

Ace-Angel
06-03-2009, 03:33 PM
I use RayFire to create the destructible items needed...

cookepuss
06-04-2009, 10:28 AM
In C4D, I use a plugin called Destructoid, which essentially uses a lot of random planes to slice up the object into random chunks. I can then do that same thing, recursively to some of the various other chunks until I get something I can just shatter the hell out of. Toss in some particle effects after and you've got yourself an object that blows up. That's a very high poly sort of thing though.

An alternative solution would be to use a cloth system. Apply a very, very stiff cloth solver to your object. This would essentially treat it as a rigid body mesh, which is what you already have without the solver. However, mix that in with some cloth tearing functionality and you've got an object that can tear, shatter, shear, explode, and even crumple.

In most cloth systems, this is the type of effect that you can bake so the computational expense is a one time only sort of deal. The shards would be razor thin, but you could always impart thickness onto them using a wide variety of techniques. (In C4D, I can think of at least 4 ways to automatically impart surface thickness. 3dsmax should be similar.) In a pre-rendered situation, cloth is actually one of my favorite ways of breaking sh** up. The range of destruction type effects is pretty big.

Creating destructible objects is not hard. You just need to know:

1) What type of damage is being done?
2) Where on the object it's being done?
3) How sever is the damage?

Very basic questions. Obviously, a ball cracking a plexiglass window in a web-like pattern is not the same as a stone column being shot at Matrix style. By the same token, a robot falling to pieces is not the same as a car being zapped with a disintegration ray. So, you need to know the exact type of effect your going for.

Destruction, and VFX in general, is mostly about planning and time.

irritated1
06-04-2009, 10:53 PM
thanks for all the feedback it is all very helpful but i have a few more questions.

when creating a destructible object for a game engine do i import one version that is whole and one the is ready to fall apart and use the engine to switch them out or do i just import the broken one and animate it falling apart

i really need an idea of the whole work flow from start to finish for creating then importing a destructive object to a game engine like unreal