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Back to the controls and I'll set the Dissolve Time back to zero. The Fragment Settings Tab is where you set the size and shape of your debris. The size is in World Units. The shape of the debris is a combination of triangles and quadrangles. The Proportion is set here in these fields. We can also set an Extrusion Depth so it doesn't look like our model is made out of paper. Let's set it to ten. Now let's talk about your model's appearance. You can texture your model normally and the debris will keep the texture attached to it. But you can also give the debris arbitrary colors based on the age of the pieces; that is how long they've been away from the blast wave hitting it. So you can set the colors here. I'll enable Fragment Color by clicking on the box and then change the colors. There. Let's preview. A little thicker and now with changing colors. This software was used for the nuclear destruction of Los Angeles in the movie Terminator 2. In that scene the blast wave was not spherical, but a wall of force. So how can we create a similar effect when we have a round explosion? Let's open another project and find out. So we have a few buildings here attached to the Mr. Nitro 2 Plugin. Let's preview. As you can see, there are two blast waves created by this Mr. Nitro. And the debris is flying away in a straight path instead of a spherical shape. The trick is to set the blast center far enough away from the models that the curve of the blast sphere appears flat because by the time the blast reaches the targets, the sphere is huge. So instead of a spherical blast, it appears as a wall of force. The next trick is determine how to compensate for the distance in terms of time. Let's open the controls. Notice that the blast time is set negative seven, almost eight seconds. If it was left at zero, we would be waiting and waiting for the explosion to happen. We want all the other parameters to remain the same. We don't want a faster or more forceful blast. We just want to know when the blast time needs to be. To determine that, we need to know how far the blast has to travel at its current speed. Let's close the Plugins Window for now. In the top view, let's widen it out. We can see that the blast center is set far away from the models so we could figure out the distance between the two with a 3D Pythagorean Formula, X squared plus Y squared plus Z squared equals the distance squared. But we don't need to do that much math. Animator comes with built-in measuring devices. Both a Light Object and a Camera Object have Distance-to-Reference Measurements. In this scene I have an extra camera. Let me turn it on and its sole purpose is to measure the distance from the blast to the building. The tip of its reference point as at the blast center and if I mov the body to the buildings and open up its Info Window and its X-Form Tab, at the bottom is the distance measurement I'm looking for. Open up Mr. Nitro and we see that the blast has a speed of 500 units per second. Now, a little division with the calculator and I have the amount of time I need to offset. So this becomes the new blast time. As you can see, the blast wave just starts to hit the buildings. That looks a little too sudden. So I'll offset it by a second later. Better. Let's preview. And now we have a wall of force hitting the buildings just as we wanted.
| Course: | Electric Image Animation System 7 |
| Author: | Scott Simmons |
| SKU: | 33996 |
| ISBN: | 1-935320-45-9 |
| Release Date: | 2009-06-01 |
| Duration: | 8 hrs / 102 lessons |
| Work Files: |
Yes |
| Captions: | No |
| Compatibility: |
Vista/XP/2000, OS X, Linux QuickTime 7, Flash 8 |