Impossible to morph something breaking?

Is it possible for a morph to 'break' the object? Every morph I've seen pushes or pulls the object like putty. That's great, unless you're dealing with something solid, like a brick wall. If my superhero punches the bad guy through a wall, I want it to 'break' (see attached). Or if an arm gets severed. Or if clothing rips.

Is it possible to achieve a 'break' effect with morphs (assuming I learned ZBrush or some tool to create the morph itself of course)? I'd prefer to use morphs because I like how easily they interact with animate2...and stuff breaking would make for some really cool animations. If there is some other way to animate stuff breaking in daz without morphs, that would be great too, just looking for some general direction.

Thanks!

BrickWall.PNG
400 x 300 - 126K

Comments

  • mjc1016mjc1016 Posts: 15,001

    Nope...for a morph to work the basic number of vertices and their order needs to remain the same.  Morphing the wall to 'break' would add extra vertices for the flying bricks.

    To 'break' the initial mesh needs to be designed to do it, from before it is turned into  a prop or figure.

    For the severed limb...that can be done with geografts.

  • TooncesToonces Posts: 919

    Hmm, so if I designed the brick wall myself with 'breaking' in mind...sounds like it might be possible. As for geografts, I'll have to read more about them (I picked up bot genesis today and I think it uses them).

    I googled some more and found "If I want to do anything that involves destruction of something or uses particles, Poser and Studio are out and I fire up Houdini." I watched a youtube Vid on Houdini 'basic destruction' which does exactly what I'm looking for [1]. I'll look further into Houdini, but I'm not giving up on Daz for 'destruction'. Worst case scenario I create 1000 primitive 'bricks' and move them individually for each key frame.

    But if there were a way to create a morph...or an 'effect' (perhaps effect is a better word), it would be cool because it coudl be packaged and sold and I think a lot of folks would like destructible stuff. :)

    Thanks for your response mjc!

    [1] 

  • mjc1016mjc1016 Posts: 15,001

    It's the lack of a viable particle/physics system that hinders 'destruction'.

  • TooncesToonces Posts: 919

    Yes, but it's good to know it's possible with morphs. These two products utilize morphs to break things:

    http://www.daz3d.com/brick-in-the-wall

    http://www.daz3d.com/shattered

    And there are a couple others mentioned in similar threads that I just now stumbled upon:

    http://www.daz3d.com/forums/discussion/58994/breakable-props

    http://www.daz3d.com/forums/discussion/63882/i-m-looking-for-breakable-props-including-buildings

    I'm curious how the authors of those two products I listed created those morphs. I'm sure they designed it that way from square one and it took a lot of time since we aren't using a physics engine. But, I'm amazed it's even possible for a single morph dial to move 2+ objects through space (as in 2 bricks flying apart). I've gotta buy them just to perhaps glimpse at how they worked the magic. :)

     

     

  • mjc1016mjc1016 Posts: 15,001

    Yes, they were designed to break, from the beginning.

    The truly 'impossible' is taking a mesh that wasn't designed to break and creating a morph for it so it will.  Morphing something that was made with breaking in mind is pretty easy.

  • SixDsSixDs Posts: 2,384

    You may be interested in the following thread for some insight into what is required/being explored:

    http://www.daz3d.com/forums/discussion/29895/bullet-physics-for-ds-1-2-3-4-pc-win-teaser/p1

    Jacques has not finished it as yet - he tends to do a lot of multi-tasking, with many projects on the go at any given time. Also, he has a tendency to get side-tracked occasionally and discuss other projects, but always comes back on point, so bear that in mind as you read. laugh All in all it is an interesting read. With the bullet physics engine animating the actions and reactions, it would be a matter of converting the dynamics of each element (i.e. brick) in the animation into a slider. Not really morphs, more like a series of poses for the bricks, I would think.

  • Carrara, bullet physics, some bricks set up with very close collision, export a series of obj files with morphs and skinning to use as morph targets on the first one sequentially.

    Poser, physics plugin, see above

    Houdini if you can afford it see above

    Blender if you are really keen see above wink

  • TooncesToonces Posts: 919

    Very cool, thanks everyone!

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