
This was how I separated my model so that I could start working on fixing the model to then distract it. I needed to get the parts like metal, glass etc. This was because these parts need to make sure the model isn’t broken so I can fracture it.
- Blast – primitives @path=/…
- unpack – transfer attributes, iteration -1
- convert – polygons, quadrilaterals
- assemble – inside group – inside piece, create name attribute, connect inside edges
- blast @name=pieces
- polyfil
- polybridge
- null
Meeting with Medhi & Diana
In this meeting we spoke about how I was going to bend the metal in the correct way. In order to use the vellum solver technique I would need to have an extrusion on the metal frame.
- Ask about animation car and cameras -very focused, so need to simulate.
- bend metal simulation – 45 mins into week 8
- extrusion – add thickness
- look at car reference
- technique – vellum solver.
- for each
- make car wheels move
- unpack
- point velocity
- poly soup – convert
- convert node to polygons
- assemble node to create packed geometry
- add node, create packet geometry
- scatter points, randomness
- remove relax
- pointjitter
- vdb from polygons – dnesity mode
- attribute noise @cd<0.5
- do by hand set up
- task memopry VMWare
- inside a loop – too many points.
- Meta import node
- detail iteration
- building destruction – go inside nodes
- Flipbook needs to be JPEGs not MOV
- FMMPEG-MPEG

After my meeting with Medhi I was able to fracture the glass accordingly in the way he suggesting with the point scatter.
I was getting a bit confused with which method I should be using. The vellum solver was something you used for soft material bit I thought it meany more sense to use the rbd constraints.