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Activity Forums Maxon Cinema 4D Shattering then floating

  • Shattering then floating

    Posted by Jack Sewell on November 5, 2010 at 4:15 pm

    Hi,

    I’m looking to shatter a plane and then have the shattered sections float skyward once they have shattered.

    I have managed to shatter the plane ok but I’m now wondering how to make the shattered sections float upward. I’ve tried adding gravity with a negative value but that doesn’t work. I’m working on r11.5…..

    Any help would be great! 🙂

    Many thanks…….

    Adam Trachtenberg replied 15 years, 6 months ago 2 Members · 8 Replies
  • 8 Replies
  • Adam Trachtenberg

    November 5, 2010 at 7:12 pm

    Need a little more info. How are you doing the shatter animation?

    AdamT
    Cinema 4DXL8 Bodypaint

    *Remember: Tues. is national Shoe Day. Wear shoes to show your support for bimetalism and the designated hitter rule!*

  • Jack Sewell

    November 5, 2010 at 8:04 pm

    I’m using the Destruction plug-in by Adam Swab. I then connect all the children into one editable piece, which has a Rigid body tag on it. That then gets smashed with another object with a rigid body tag…..

    Thanks Adam…

  • Adam Trachtenberg

    November 5, 2010 at 9:03 pm

    what I would do is set dynamics to start on collision and keyframe gravity at zero. Keyframe linear and angular damping at 0 before the collision and then somewhere between 80 – 99% after the fragments get where you want them to be. Then keyframe gravity to something like -100 to -200.

  • Jack Sewell

    November 6, 2010 at 10:10 am

    Ahhh, so it’s the linear, angular dampening which holds the pieces in place ready for the gravity to kick in and pull them up……that’s a really great technique! 🙂

    However, I can’t get the gravity to kick in. I’ve added the scene file…..this was very much set-up just to work out the techniques involved, so please forgive the crudeness…..

    1252_shatterplane1.c4d.zip

    Thanks Adam!

  • Adam Trachtenberg

    November 6, 2010 at 1:48 pm

    Okay, I see you’re using a particle>gravity object. I was talking about animating the gravity parameter in project settings>dynamics, but you can do it either way. Your method has the advantage that you can apply it to the fragments but exclude the cube. You just have to use higher settings to overcome the scene gravity setting. See the attached file.

  • Adam Trachtenberg

    November 6, 2010 at 1:50 pm

    Woops! The file:

    1253_1252shatterplane1at.zip

  • Jack Sewell

    November 6, 2010 at 2:08 pm

    Ahh, are you using R12 because I’m getting unknown file format……I’m on 11.5, sorry Adam!

    Ok, I see now that the gravity has to be over the 1000 project gravity settings. I expected there to be an exclude tab in the gravity but there isn’t. How do you exclude the cube from the equation then?!

    Thanks Adam! 🙂

  • Adam Trachtenberg

    November 6, 2010 at 6:32 pm

    You have to use the gravity object as you did in your file if you want to exclude the cube. You just have to use higher values to see the effect.

    Sorry about the file format. When I tried to open your file in 11.5 it locked up, so I assumed you were using 12.

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