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Breakable Crate Video

Breakable Crate Video
Name:Apparatus
Date Posted:Jul 25, 2008
Rating:Not Rated
Public:YES
Comments:YES
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Pressed control on my wacom by mistake, lost the entire entry so, in short, again:

I completed the breakable crate test but I am not 100% satisfied with the pipeline ; it's working but is a bit tedious. Maybe with the new physics code in TGEA will be easier;

Will probably rely more on particle nodes for debris and hopefully will add sound too.


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Gary "ChunkyKs" Briggs   (Jul 25, 2008 at 05:52 GMT)
Can't view the video, since it's marked private. The screenshot looks cool, though, how did you do it?

Gary (-;

Apparatus   (Jul 25, 2008 at 07:37 GMT)
oops. video is public now (I always forget this step).

There are 2 models in there - healthy (intact) and damaged (fragments) with the animation. The animation was simulated using physics. Visibility animation does the rest.
Edited on Jul 25, 2008 07:40 GMT

Michael (silentMike) Hall   (Jul 25, 2008 at 08:30 GMT)
Nice! The same sort of approach would also work for anything you want to destroy, wouldn't it? I've worked out methods for particle fx and debris for destroyable staticshapes and rigidshapes, but my lack of animated destroyables is fugly. Hey, I know! You could pack some furniture or whatever in the crates and destroy them too, lol. Sounds like a lot of work.

When you say the animation was simulated using physics, was that some outside physics package or a faked physics script in whatever you're using to make the model?

Apparatus   (Jul 25, 2008 at 09:14 GMT)
the real problem here is this :

1. a decent fragments /debris number should be less than 10; more than 10 is painful (unless very fx worthy)
2. the debris scatter area should be small enough so you can place the object everywhere without fear of having the debris land on air or intersect with other objects.
3. simulating physics can be time consuming until you get the desired and accurate effect.
4. needs particle node (dust, splinters)
5. needs sound onDestroy/damage animation.

I simulated the physics in XSI.

I am sure there are ways of achieving good quality assets that go boom or crack but I lack the scripting part for the moment : )
Edited on Jul 25, 2008 09:14 GMT

Brian Wilson   (Jul 25, 2008 at 10:24 GMT)
...Hmm... the new vimeo embeded system didn't work for me...
Edited on Jul 25, 2008 10:24 GMT

Novack   (Jul 25, 2008 at 12:44 GMT)
Please dont use Vimeo anymore, they had marked game related videos as "not creative enough" for their site, and from now on are subject to deletion.

Besides, Video embedding has been added to GG with other providers, check out this thread.
Edited on Jul 25, 2008 12:46 GMT

Morrock   (Jul 25, 2008 at 23:25 GMT)
Are the fragments still part of the original model, or can it be set to do the model break animation, and then place the seperate fragment pieces in the world (getting rid of the old model) This would allow for more interactive breakables; you could shoot/pickup/ and maybe even break the fragments more (though that would be alot of work).

The particle editor is nearing completion, so just a few more days until adding dust/splinters will be a breeze.

Kory James   (Jul 26, 2008 at 17:27 GMT)
I sent another email to you, i was wondering did you get it?

thanks again

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