Ok, first of all, this post assumes that Blender is capable of a few crucial things:
1)Blender can make and render large (or small) space battles (such as those seen in Star Wars: Revenge of the Sith.
- That the feature I’m describing here isn’t already doable by some other technique. (Blender 2.37a)
Here’s my idea: It’s based on “fractal damage,” which I will describe shortly, and its called Dynamic Wireframing.
So here’s what it does: Say for example, that you are creating a space battle scene. Let’s say you two ships which for the purposes here will be a Klingon Bird of Prey (BOP) vs. the U.S.S. Enterprise-A (Constitution Refit version). (I don’t know if this would work on organic s; so let’s limit this to inanimate objects for now.)
Now you’ve led your ships, and your setting up the battle. The s would have a “layer” underneath it, which would be the Dynamic Wirefram. Then, once you’ve animated the projectiles, (however that’s done, assuming it can be done,) the physics engine would track the projectiles to their targate. Here’s where the fractal damage concept comes in. I call it “fractals” because of its randomness; like lightning and other fractal shapes in nature. (Fractal damage and Dynamic Wireframes are really one in the same; fractal damage is the concept applied behind Dynamic Wireframes, but the two are really inseparable, because it has only one point: acheiving realistic damage effects.)
Once the computer has calculated the projectiles trajectory (I don’t know how this stuff works, so feel free to correct me (gently plzz ;)), and the impact point on the target, then the computer chips off the applicaple surface/faces/whatever of the mesh. (I suppose it would be something like a knife tool plus a phyiscs thing.)
This would make for EXTREMELY realistic and accurate damage, eliminating the need for expensive s. (The plastic type.)
You could even take it a bit further with facing based damage; modify Blender (I think some tools might need to be added, as if Blender doesn’t already have enough buttons;) so that you could apply bounding boxes to certain parts and program them to behave differently when hit, based on their functions.
Now I know that since I’m a new, that I should think about [i]actually learning[i/] to use Blender first. I know, but I maybe those of you who are experienced (and preferably some developers) could ponder this for addition in the next Blender release.
Note: this might only be appilicable to inanimate objects; although I have no idea…
EDIT: Just something to think about…