Go to Post You can never have too many backups. - Venkatesh [more]
Home
Go Back   Chief Delphi > Technical > IT / Communications > 3D Animation and Competition
CD-Media   CD-Spy  
portal register members calendar search Today's Posts Mark Forums Read FAQ rules

 
Closed Thread
Thread Tools Rate Thread Display Modes
  #1   Spotlight this post!  
Unread 27-01-2007, 17:26
gardener gardener is offline
|Captain of one-man Animation Team|
AKA: Al.Ng
FRC #0867 (Absolute Value)
Team Role: Animator
 
Join Date: Jul 2006
Rookie Year: 2003
Location: Arcadia, CA
Posts: 10
gardener is on a distinguished road
Exclamation 3ds max help: explosion

I still dont know how can you animate an object to explode?
do you need to import an explosion clip to the object?
  #2   Spotlight this post!  
Unread 27-01-2007, 22:13
Testament-Doom's Avatar
Testament-Doom Testament-Doom is offline
The wanderer of all worlds.........
AKA: David Perrot
None #0555 (Team 555)
 
Join Date: Oct 2004
Rookie Year: 2004
Location: New Jersey
Posts: 161
Testament-Doom is a jewel in the roughTestament-Doom is a jewel in the roughTestament-Doom is a jewel in the rough
Send a message via AIM to Testament-Doom Send a message via MSN to Testament-Doom Send a message via Yahoo to Testament-Doom
Re: 3ds max help: explosion

Well, to make a type of explosion.. I'm going to assume you want to explode an object realistically. To do that, you would need to clone that object with all the materials to it at the same exact spot as the original object, shell it, cut fracture pieces through it, and have it not shown before the explosion, and right when the explosion happens, make the original one disappear and the fractured one appear, and push them all outward from the center with some sort of force. That's the general idea towards realistic pieces flying out from an explosion. You could also just make some debree, have the explosion overtake the object, make the object disappear, then have some of the debree flying outwards. Whatever works.
__________________
Testament-Doom's 3D art (If you want to check it out) - http://testament-doom.deviantart.com

"It does not matter how easy or hard it was to create your art, but the end result that matters most." - Me.
  #3   Spotlight this post!  
Unread 27-01-2007, 23:36
Morgan Gillespie's Avatar
Morgan Gillespie Morgan Gillespie is offline
I haven't any bullets
AKA: NPC / Mercury Rising
FRC #0025 (Raider Robotix)
Team Role: Driver
 
Join Date: Nov 2005
Rookie Year: 2006
Location: North Brunswick, New Jersey
Posts: 505
Morgan Gillespie has a reputation beyond reputeMorgan Gillespie has a reputation beyond reputeMorgan Gillespie has a reputation beyond reputeMorgan Gillespie has a reputation beyond reputeMorgan Gillespie has a reputation beyond reputeMorgan Gillespie has a reputation beyond reputeMorgan Gillespie has a reputation beyond reputeMorgan Gillespie has a reputation beyond reputeMorgan Gillespie has a reputation beyond reputeMorgan Gillespie has a reputation beyond reputeMorgan Gillespie has a reputation beyond repute
Send a message via AIM to Morgan Gillespie
Re: 3ds max help: explosion

Here is part of my particles lesson I wrote for my sudents and the first part covers basic particle explosions through usage of P-array. While it doesn't cover the smoke/fire part of the explosion it covers the object part, if you wanted to go real easy you could use an atmospheric aparatus and use the built in fire effect, and then the explosion setting.

Anyway to save time I will just post my lesson here.
Quote:
Originally Posted by Lesson 6 by Morgan Gillespie
Lesson 6: Basic Particle Systems

Particle systems are simply objects that create a whole bunch of objects, called particles, for dust, snow, rain, smoke, what ever. The catch is, you cannot edit them as you would a mesh. So, you cannot pull up edit poly and fix tiny little errors.

Yet, you can however use particles with deflectors, to simulate particles moving around another object, gravity, to simulate gravity, or space warps, for added realism / complicated effects.

Particles can get much more complicated from here on so we are going to stick to basics on 3 main particle effects, parray, super spray, and snow. Simply because I could ramble on for hours about different uses for particles, deflectors, pflow, and crap I am already rambling.

Ok let’s start with PArray
Go to Create, Geometry, Particle Systems, and click PArray.
It should look like this
http://img254.imageshack.us/img254/5617/image1oz4.jpg
PArray has two main uses,
Use A: to create particles using an object as an emitter, by its faces, edges, or vertices.
Use B: Cool explosions!
Since use A is rather boring, we will just skip it and do part B.
Create a geo-sphere, Icosa, with 3 segments
http://img111.imageshack.us/img111/1390/image2sy5.jpg
^Those settings^
(Size doesn’t matter; yes that is 11 feet and 3 inches)
In normal units that is about 135
Click on PArray, go to modify, and click “pick object” and select the geosphere
http://img111.imageshack.us/img111/6171/image3wy6.jpg
Open up the Particle type rollout and select the Object Fragments radio button
http://img166.imageshack.us/img166/9411/image4pa4.jpg
Now Scroll up to the basic parameters rollout and under viewport display select mesh
http://img111.imageshack.us/img111/3941/image5bg2.jpg
Now if we drag the time slider back and fourth across the screen
The polys of the geosphere will shoot off creating a very fake explosion
http://img166.imageshack.us/img166/6742/image6lp8.jpg
Ok, now create a plane slightly underneath the sphere
About the spheres radius away
Then go into Create, Spacewarps, deflectors, and then click PDynaFlect (which means planar dynamics deflector) Click and drag to create a deflector plane roughly the same size as the plane
With the deflector plane selected click quick align on the main toolbar then select the geometric plane you created before to the deflector plane aligns/moves itself to it.
http://img166.imageshack.us/img166/5850/image7uq1.jpg The quick align button
Click OK and your screen should look somewhat like this
http://img111.imageshack.us/img111/4434/image8mc5.jpg
Now in the same pull down as deflectors find forces, select gravity and in the top viewport create it anywhere
Now again on the main toolbar find the bind to space warp button
http://img106.imageshack.us/img106/5522/image9sb6.jpg
This button is left of the move, rotate and scale buttons
Click and drag from the gravity force you created to the PArray
Now do the same for the deflector plane
http://img264.imageshack.us/img264/2549/image10du2.jpg
The particles are now actually interacting with the environment. While they still do not look even slightly convincing and randomly disappear at frame 30, they look a lot better than before
http://img106.imageshack.us/img106/7908/image11bx9.jpg
Click on the PArray and go to modify, you should see two modifiers
If not you did something wrong, go back and try again.
http://img444.imageshack.us/img444/3278/image12iw1.jpg
Click PArray so we can change the settings
Open up the Particle Generation Rollout
Change the variation percentage under speed to 5% and change Life to 100
Drag down and open up the Rotation and Collision roll out
Set spin time to 15, variation to 10%, enable Interparticle Collisions
Go back to the Particle Type roll out
Find “Object Fragment controls”
Set thickness to any number >0 preferably something somewhat thick so it looks like chunks
Select Number of Chunks rather than all faces and set this number to any number through 50 and 75
The deflector and gravity are disabled while editing the PArrays original settings but once you leave it, those modifiers are reactivated (that is true of course if you have show end result off)
Scrubbing the time bar will lag now since there are many calculations each frame
Now of course this explosion looks strange due to the fact the sphere is still there and seems to be shedding its shell rather than exploding, if we hide the sphere. NOT DELETE!
http://img444.imageshack.us/img444/5...gefinalnm6.jpg
Pretty snazzy
OK moving on.

Super Spray....

There is much more, I think lesson 6 was about 9 pages. Lesson 5 was a video, which I probably should redo. Anyway, I hope that helps.
__________________
Bristol-Myers Squibb Company
Events Competed:
-Duel on Delaware 05, 06, 07, 08 - Ramp Riot 05, 06, 07 08 - Brunswick Eruption 05, 06, 07 08 - PARC 06, 07, 08 - Monty Madness 0608 - Battle O' Baltimore 07 08 - Pascack Panda-monium - 08
__________________________________________________ _________________________
NJ 06, 07, 08 09 - UTC 07 -LV 06 - HI 08 - ATL CMP 06, 07, 08


Last edited by Morgan Gillespie : 27-01-2007 at 23:46.
  #4   Spotlight this post!  
Unread 29-01-2007, 22:06
gardener gardener is offline
|Captain of one-man Animation Team|
AKA: Al.Ng
FRC #0867 (Absolute Value)
Team Role: Animator
 
Join Date: Jul 2006
Rookie Year: 2003
Location: Arcadia, CA
Posts: 10
gardener is on a distinguished road
Re: 3ds max help: explosion

Thanks for the help... lots of testing for me to do then... heh
Closed Thread


Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
3DS max help thread Testament-Doom 3D Animation and Competition 46 16-02-2007 12:53
3ds Max Help! SamC 3D Animation and Competition 12 01-04-2006 20:23
3ds max help reventlov 3D Animation and Competition 7 20-02-2005 00:30
3ds max help reventlov Inventor 0 08-02-2005 17:01
3ds max 6 help superbeano2004 3D Animation and Competition 6 21-10-2004 20:42


All times are GMT -5. The time now is 18:28.

The Chief Delphi Forums are sponsored by Innovation First International, Inc.


Powered by vBulletin® Version 3.6.4
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
Copyright © Chief Delphi