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© 2011 Autodesk DG6940 – Blowing Up Stuff Visual Effects for Destruction Louis Marcoux Technical Specialist – Autodesk Canada.

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Presentation on theme: "© 2011 Autodesk DG6940 – Blowing Up Stuff Visual Effects for Destruction Louis Marcoux Technical Specialist – Autodesk Canada."— Presentation transcript:

1 © 2011 Autodesk DG6940 – Blowing Up Stuff Visual Effects for Destruction Louis Marcoux Technical Specialist – Autodesk Canada

2 © 2011 Autodesk Objectives  Create believable destruction sequences  Understand how objects break and react to destruction  Break objects into fragments  Use simulation tools to create destruction animations  Add particles

3 © 2011 Autodesk Agenda  The 3 steps of destruction 1. Break 2. Simulate 3. Add Details  Teaching Method  Theory  Practical Examples in 3ds Max  15 techniques

4 © 2011 Autodesk Part 1: Fracturing and Breaking Objects  Think debris and fragments  Study breaking patterns  Non breakable objects  Success is in details and chaos  5 techniques

5 © 2011 Autodesk Part 1: Fracturing and Breaking Objects  Technique 1: Face Explosion Tools  Edit Mesh : Explode by Angle Tool  Tolerance 0.0 : all faces are separated  Tolerance 180: all elements are separated  In between values : fragments  Edit Poly : no explosion tool  Face constraints and Cut tools to modify topology  Manual detach  Bonus Script : Explode Edit Polys (LM Tools)  Prepare for simulation  Thickness : Shell modifier  Pivot point at center

6 © 2011 Autodesk Part 1: Fracturing and Breaking Objects  Technique 2: Breaking Volume  ProCutter  UVW unwrapping & cut material  2D Cutters  Cut through whole volume  Plane with noise  Extruded 2D Splines  Autogrid  Bitmap guide

7 © 2011 Autodesk Part 1: Fracturing and Breaking Objects  Technique 2: Breaking Volume  Using ProCutter  Water tight closed volume  STL Check modifier  Cap Holes modifier  Work in steps  Cutters and Stock Objects  Case of 3ds Max 2012

8 © 2011 Autodesk Part 1: Fracturing and Breaking Objects  Technique 3: Breaking Hollow 1. Subtract interior 1. Reference & Push modifier 2. Open thickness & connect 3. Use Technique 2

9 © 2011 Autodesk Part 1: Fracturing and Breaking Objects  Technique 4: Filling Volume with Pflow Particles  Particle Flow setup  Operators  Position Object (Volume)  Mapping Object  Material Static  Shape Instance  Plausible debris  Mix with other techniques

10 © 2011 Autodesk Part 1: Fracturing and Breaking Objects  Technique 5: Professional Plugins and Free Scripts  Volume Breaker | www.cebas.com (395$)www.cebas.com  “volumeBreaker is a volumetric geometry fracturing tool that will instantly create sub-geometry within any mesh - geometry that perfectly fits together and fills any given volume. With volumeBreaker, Cebas brings a Hollywood quality destruction tool to 3ds Max.”  Rayfire | www.rayfirestudios.com (325$)www.rayfirestudios.com  “RayFire Tool gives you the ability to fragment, destroy, demolish, wreck, break down, wreak havoc, blow up, burst, detonate, explode and do other similar things you have always dreamed of to do in Max...It offers interactive destruction and various fragmentation types.”  scripts.breidt.net  Scriptspot.com | Fracture Voronoi

11 © 2011 Autodesk Part 2: Simulation  3 Simulation Tools  Rigid Bodies with MassFX  Soft Bodies with Cloth modifier  Particles  Steps of a choreography  Sense of timing  Finessing animations  5 techniques

12 © 2011 Autodesk Part 2: Simulation  Technique 1: Rigid Bodies Simulations  Rigid = do not change shape  MassFX  Workflow  Objects Behaviors  Dynamic  Kinematic  Static  Simulation Mesh (physical Mesh)  Collision Tolerance

13 © 2011 Autodesk Part 2: Simulation  Technique 2: Soft Bodies Simulations  Soft = change shape  Vertex animations vs Object transformations  Cloth modifier setup  Objects Behaviors  Cloth  Collision  Inactive

14 © 2011 Autodesk Part 2: Simulation  Technique 2: Soft Bodies Simulations  Cloth Properties  Bend  Curve  Stretch  Compress  Shear  Plasticity  0 – 300  0 – 1.0  0 – 300  0 - 100  2000  1.0  2000  100

15 © 2011 Autodesk Part 2: Simulation  Technique 2: Soft Bodies Simulations  Soft Bodies in Rigid Bodies simulations  Soft Bodies turned into Rigid Bodies  Explosion Force

16 © 2011 Autodesk Part 2: Simulation  Technique 3: Constraining Fragments  Simulated objects attached to each other  Mass movement  Rigid bodies : MassFX Constraints  Variable degrees of freedom  Translation  Swing  Twist  Rigid bodies : parent and double simulation

17 © 2011 Autodesk Part 2: Simulation  Technique 3: Constraining Fragments  Soft Bodies : Vertex Groups  Group behaviors  Preserve  Surface  Double simulation  Surface attachment

18 © 2011 Autodesk Part 2: Simulation  Technique 4: Pflow Particles Simulations  Particles movement operators  Timing the explosion : age test  Position Object: lock on emitter  Speed operator: controlled speed and direction  Force : realistic movement  Drag, gravity, wind  Deflectors : bounce  Material animation  Original object vs particles

19 © 2011 Autodesk Part 2: Simulation  Technique 5: Refining Animations  Rigid bodies  Transformations: Animation layers  Timing  Selection range  Motion Mixer

20 © 2011 Autodesk Part 3: Adding Details  Success is in details  Tie the shot together  Adds chaos  5 techniques

21 © 2011 Autodesk Part 3: Adding Details  Technique 1: Using Pflow to add small objects  Construction and assemblies objects  Rocks or small debris  Position Icon operator

22 © 2011 Autodesk Part 3: Adding Details  Technique 2: Break particles debris on collision  Fracture effect  Collision Spawn operator  Smaller debris  Delete parent  New event  Random 3D rotation  Cascade of smaller debris

23 © 2011 Autodesk Part 3: Adding Details  Technique 3: Adding trails to particles  Dust and smoke  Spawn operator  By travel distance  New event  Define new look for particles  Define new forces

24 © 2011 Autodesk Part 3: Adding Details  Technique 4: Adding small debris on breaking faces of objects  Concrete structure breaking  Dust and small rocks at joints  Select faces on objects  Position Object operator  On selected faces

25 © 2011 Autodesk Part 3: Adding Details  Technique 5: Using FumeFX for fire, smoke and dust  Plugin to 3ds Max  Industry standard for FX  Very realistic fire, smoke & explosions  Not included with 3ds Max  Made by Sitni Sati (www.afterworks.com)  Emitters  Objects  Particles  Helpers

26 © 2011 Autodesk Conclusion  Steps of a choreography  Combination of techniques  Timing and staging  Material from the class available for download  http://www.louismarcoux.com/AU2011_DG6940  user name:: AU2011_Attendees  password: WeWereThere  (all in the handout)  Visit my blog!  area.autodesk.com/louis  Thank you!

27 © 2011 Autodesk Autodesk, AutoCAD* [*if/when mentioned in the pertinent material, followed by an alphabetical list of all other trademarks mentioned in the material] are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product and services offerings, and specifications and pricing at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document. © 2011 Autodesk, Inc. All rights reserved.


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