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Activity Forums Maxon Cinema 4D How do I make shatter bounce on floor?

  • How do I make shatter bounce on floor?

    Posted by Erik Eliason on December 6, 2009 at 8:41 pm

    Hello,

    I have a text which I’ve made into glass, sliced up in pieces with knife tool and made it shatter with the Explosion FX.

    What I’ve done is to fix the Explosion FX where the text should hit the floor, but the pieces gets of course thrown out under the surface as well. I imagine there to be some kind of collision parameter or is that only for particles..?

    My idea is to animate this text so it falls down, hits a floor and shatters out in the air and then that the shattered pieces falls down and land on a floor surface.

    Greatful for advise //Erik

    Brian Jones replied 16 years, 7 months ago 2 Members · 3 Replies
  • 3 Replies
  • Erik Eliason

    December 7, 2009 at 1:10 am

    OK guys, I don’t want to waste your time here.
    I just figured out that there’s something called solver objects and rigid body dynamic.. Looks pretty cool so far. Now I just try to figure out how the Explosion FX creates the illusion that the text shatters as it hits the plane..
    Didn’t tell you I’m a complete novice on C4d :]

    The thing with the Explosion FX is that it’s attatched to the object I’m animating…

  • Erik Eliason

    December 7, 2009 at 2:42 pm

    So, how do I create the effect: Text of glass falls down, hits a plane and breaks/shatters into pieces?

    I have the text already prepared, cut up in pieces and try to create the illusion that an Explosion FX shatters the text when it bounces on the plane, but I’m not too happy with my result.
    I want the shattere pieces to fall and bounce on the plane aswell.

    Thanks for any advice //Erik

  • Brian Jones

    December 8, 2009 at 9:24 pm

    Maybe two dynamics. one with complete text falling (with the glass texture you probably can’t cut it first and not see it), then on just before contact swap to a second Solver with the cut pieces in it already moving.

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