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Approach for breaking a dynamic chain?

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I’m looking to create a simulation (or something) that looks like a chain breaking.  Basically I have four chains attached to an object in the middle of the frame stretching towards the camera and off to the sides of the frame (the foreground ends being off-camera).  At the appropriate time the chains break towards the middle and fall to the ground.

I can create a chain with cloned links suspended at the ends as dynamic bodies and smash a collider into it to break it in the middle.  The problem is the individual links stay intact as they fly apart and fall.  I was hoping there might be a way to add a Voronoi Fracture to my Cloner of links and tag that as a Dynamic Body so a few of the chain links could break apart, but then I’m losing the interactivity between the links.  Once the Cloner chain is under the Voronoi Fracture it behaves as a solid object.

Perhaps I’m missing a setting somewhere that would allow the chain to be flexible AND allow some of the links to break apart.

As I play around with this I’m now thinking I might get better results by faking this.  Given that I have four chains each with around 100 links a true dynamic simulation might be too slow and unpredictable. 

Maybe I could clone my length of links along two dynamic splines constrained at each end meeting with some static links in the middle with the Voronoi fracture tag applied.  As I make that explode I animate the objects constraining the ends of the splines and animate down the influence so they appear to detach in the middle, falling to the floor.

Thanks.


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