for example,
you have a cube and place a bomb in the center and use a space warp to bind the bomb to the mesh to create a fracture effect. If you wanted to bake the animation frames of the sequence, how would you do this? Been looking for a solution on the webz with little luck, I could animate it also in reactor. Once I have the animation frames baked onto the mesh, I can import it into Hero Engine
Anyone done anything like this?
Thanks
-Lee
Replies
thanks
-Lee
cheers!
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If it's a very important explosion you could write (or maybe find) a maxscript that skins (rigid) each expoded mesh chunk to a bone and then you could use an explosion force to drive the bones. You'd have to scope down the number of chunks.
I suppose how you go about this isn't really important. What's important is that it's often possible to use the pre-rendered dynamics simulation stuff in Max and Maya and transfer the motion data to game-engine friendly assets. As holmeren suggests, baking to trajectories is a good option.
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Josh Buck
http://forum.unity3d.com/viewtopic.php?p=208889
http://hammerbchen.blogspot.com/2007/03/tutorvideobaking-animation-with-bake.html
http://forums.cgsociety.org/archive/index.php/t-176492.html