squashing an orange
does anyone know how to do this ?
i guessed you would use the shatter function but i couldn't figure it out :( any help ? cya Jason |
You might want to think about either blendshapes, and/or set driven keys.
So for blends, you could model an orange, then model a copy of it squashed, then key the blend to squash as the "squasher" squashes it.... For SDK's, pretty much the same, but the squash blend would be driven by the translate Y of the "squasher object". Lemme know if this helps any:) |
There's also a Deformer called the Squash/Stretch. :)
[Animation] Deform > Create Nonlinear > Sqaush&Stretch |
softbody dynamics :) im into the whole "let maya do all the work for you" thing :)
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Good one Mike! Duh! I forgot about that.....
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Good point Nem!
FROM an IM: Quote:
I don't have much softbody experience, but in theory, it should do what you want:) TEST: I just threw my girlfriends luch (orange) off our balcony hehe.., and when it landed, it didn't really rip apart like I thought it would... It just split down one side, and the "guts" were the parts that were ejected out everywhere... For those, you could use blobby particles with a few "hero" splatters emitted out from the mid-center of the orange object maybe? Good luck, sorry I'm not much help... |
nah that helps i didnt have any balconys to test with say thanks to ya girlfriend for me :D
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No problem:)
She made me eat it aftarwards tho.... hehe... |
alrite now how do i get the "hero" bits or orange juice to splash when they hit the ground ?
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If you are using soft or rigid-body blobs for your hero guts that get ejected, at the moment of "impact" I would try messing with these settings:
Select your "Solver" in the channelbox, and try keying these channels for whatever xyz direction you want your "blobs" to go: -Initial velocity -Impulse -Initial Spin -Spin Impulse Good luck! PS- a tip to make your dynamics solve MUCH faster: In the solver, under "Stand-In" set this to cube. This will basicly treat your scene as if it were all simple cube shapes making calculation-time SUPER FAST! ...although, if you are working with collisions, it's not very acurate, but in this case, I would use it! :) |
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