AREA forums upgrade
Read more about the planned upgrade of our forums
  • 1/3
You are here: Forum Home / Autodesk 3ds® Max® / Particles - Dynamics / Falling Object being destroyed on impact
IMPORTANT ANNOUNCEMENT ABOUT AREA FORUMS
  RSS 2.0 ATOM  

Falling Object being destroyed on impact
Rate this thread
 
71086
 
Permlink of this thread  
avatar
  • Total Posts: 7
  • Joined: 21 June 2012 02:24 AM

Hey everybody.

I try to simulate a large falling rock, that is being shattered in to many small parts as it hits the ground (pretty simple).

I have divides the rock in many small parts and made them all to Dynamic Rigid Bodys.
When I simulate, the big rock seems to fall apart just the way flying down.

How can I tell the small pieces of rock to stay together as the original geometry until the rock hits the floor?

This might be a pretty easy case, but I am new to dynamic animations and there are not so many tutorials on MassFX yet.

Thank you in advance!



Replies: 4
/userdata/avatar/345m67gtb.png

While you wait for the correct answer I will suggest you increase the friction.

Author: Doughboy12

Replied: 12 September 2012 02:33 AM  
/userdata/avatar/a92k668x7_LKH-Avatar.jpg

If you have Max 2013 and are on Subscription, I highly recommend updating all service packs and downloading the MassFX extension for Particle Flow.  It used to be known as ToolBox#2 and will do what you want. At least I’m pretty sure it will. If you’re not on subscription, you can still buy Toolbox#2 for about $600.

Author: hardin

Replied: 17 September 2012 11:02 AM  
/userdata/avatar/05ctabwx4.jpg

there was “fracture” feature in reactor which have option of make fragments together till force or speed threshold break them apart ... but unfortunately MassFx has no such feature :(

Author: nawres102

Replied: 01 January 2013 03:04 AM  
/userdata/avatar/05ctabwx4.jpg

I suggest that you make simulation of the big rock (as single geometry) and attaches the fragments (many small parts) to the rock geometry till the frame that rock touches the floor… then make simulation to the fragments as kinetic from beginning till that frame and then as dynamic ...
it is retarded method in the time of many software make hall process from fragmentation to end of simulation automatic and in real-time !

Author: nawres102

Replied: 01 January 2013 03:16 AM  
avatar
  • xioin
  • Posted: 12 September 2012 02:49 AM

Hi,

I’m a Maya user so my terminology might be a little different than 3DS but I’ll try to use generic terms.

First, you need two different sets of models. 1) your rock in its unbroken original state. and 2) your rock broken into pieces.

Now, take the unbroken rock and set up the simulation so it falls and hits the ground. Cache the simulation. Now, at the frame right before the rock hits the floor get its dynamic info, that is, its velocity and such, and take note of it some where.

Now, take the shards, place them exactly where your whole rock is now before its about to hit the floor. Set the initial dynamic properties for the shards to those that I said note of before. And run and cache the simulation from that frame.

Finally, you just have to key frame the visibility of the rocks. First, have the whole rock visible from the beginning of the animation until right before it hits the ground. Then, have the rock shards not visible until the frame that you make the whole rock invisible.

That would be the most direct and manageable method to getting this effect.



Replies: 0
avatar

Okay, I just imagined a solution like this.

So to transfer the velocity of the original object to the fragmented object’s initial velocity I have to use MaxScript, I guess?



Replies: 0
avatar
  • Krueger
  • Posted: 17 September 2012 12:14 PM

I don’t know how MassFX works, but in older Max versions, reactor would get the initial velocity from keyframes you set for your object before the simulation starts. So if your sim starts at frame 10, you would keyframe animate your objects falling down from frame 5-10 or something.



3ds Max 2009 SP1, 2010 SP1
Maya 2012
Windows 7 Professional 64-bit
Dual Intel Xeon E5520, 6 GB Ram
NVIDIA GeForce GTX 460 OC

Replies: 0
avatar

If you go that route then the objects need to be defined as Kinematic and set the Until Frame appropriately.
There are also options within the MassFX Modifier to set an Initial Velocity (which I’ve not tried) on the Advanced rollout.



Max 4.2 through 2014, Composite 2014.
XP-64 (SP2).
nVidia 9800GTX+ (512MB) (Driver 314.22).
i5-3570K @ 4.4GHz, 8Gb Ram, DX9.0c.

Replies: 0