I have watched that groups work for a while now. These are pretty specilzed codes to do this sort of thing.
In pratice you don’t (currently) simulate what really happens. So the first part with the dent in the wall you could use vertex keys or the like. The shattering can be achived by manually cutting up the wall and animating either with particles or the physics engine. That way you get more control over what you get as well. Like a fragment flying past the camera.
yea. that was the CSU at Stanford for heaven’s sake. They didnt say it took their Cray 100 hours of compute time as the mesh broke through the deformation limit and computed the shatter. With the right camera angle, you can get very close in blender, as mentioned, introducing smoke and fractal pieces of the mesh.
somebody mentioned about cutting up a mesh and using Bullet/particles. how would i go about that? (ive only been blendin for bout 2 months but ive got the hang of most basic/intermediate stuff now).
Im doing an animation of an iMac exploding - and the screen shattering. At the moment ive got a ‘shard of glass’ dupliverted to a particle emitter, and it looks ok if its run quickly enough that you cant tell that all the glass looks the same:p
when ive got a bit of time i’ll see if i can get some stills up but im not sure about the animation…would that need hosting separately or can I upload it to the forums??