Explode Modifier - Giving it a starting and end direction

Hey Guys,

I started to work with blender again for my Bachelor project. At the moment i try to figure out the possibility to give the explode modifier a starting and end direction, so i get a nice dissolving look from the top to bottom on the whole object and it doesn’t break on various positions at once.

My first idea was to weight/dynamic paint the object with the value 1.0 and erase the weights with an animated plane as dynamic paint brush, so the modifier checks the protected area is shrinking over time. It didn’t work bc the explode modifier isn’t refreshing the weight paint over animation time. Do you have any clues or other possibilities on that?

I think another possibilty would be to cell fracture the object and activate the physics like in the Coffe&Bullet tutorial on yt with the blender game engine.


The problem is that the final objects do have a lot of vertecies and the cell fracture is really slow on that, plus i don’t really need physical interaction, with the ground or sth, cause the particles should move upwards. I also prefer the look of the explode modifier in this case over the Cell fracture style.(Sounds strange i know.)

I added the a current Look pic.

You can find the Blendfiles here:

I hope you can help me out.
Thanks in advance.

Greetz, Joh

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Probably the easiest way would be to reorder the vertices of your exploding object. Select the object, go into edit mode and in the Mesh properties choose Sort Elements and select one (View X-axis for example). In the particles settings you need to choose emit from vertices and deselect random.


https://dl.dropboxusercontent.com/u/26908459/Minizszene1_21_explosion-control-tryout_rev.blend

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Thank you, I just looked up the blend file you edited. Yep that’s exactly the animation look i tried to figure out. It is working great, when moving the origin to the bottom and sort the elements to cursor distance. Thank you very much.

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