In our lesson for week 5 with Medhi we just focused on this weeks project. The lesson is to teach us how to manage a big workspace. This one will be a two week project learning how to smash up a building. On rubble way is a cite where you can get free models. I asked a question about what we would be able to specialise in or do we just need to know everything? Medhi responded that it is best to know all effects but specialise in a particular area. I asked about what areas that are in demand and Medhi mentions about crowds. I thought this could suit me quite well as I am into the events size of animation and am fascinated with the psychology behind how people are in crowds.
- beethoven particles
- torus, vdb, polygon, scatter vorono fracture, explode view
- bullet solver vs rigid body solver (short cut)
- bullet solver, pop force + multisolver – same effect
- Progressive particles
- group node
- bounding box, key animation from on the object – static group
- attribute create node: active, value = 1, integer not float
- !static group = everything but static
- rbd packed node – over write attribute
- default – active animate deforming
- popforce – increase amplitude
- final out come works – pieces collide with each other
- pop drag node adds more air resistance and amplitude to animation
- To make the bounding box more interesting – need to change the attribute in vop context
- add node – keeps geometry but shows points
- attribute vop – visualises it
- attribute – noise clamp, bind add constraint
- use spreadsheet to check there is no weird numbers
- pieces get smaller and smaller
- attribute create node – pscale
- primative node – scales down particles
- dopimport node – only on active particles
- attribute promote – dont delete original
- rename to scale
- @toscale = 1
- sop solver – gives you access to sop network inside
- dop geometry – subtle scaling = 0.97
- multiple solvers at the same time
- delete pieces that are to small
- measure node – optimises the simulations
- todel – todelete
- attribute wrangler apply scale to keep attribute node
- @active = 1
- add node – visualise attribute
- blast node @tokeep < 0
- do it in sop solver so its not there in dop
- alembic node – packed alembic – path printing attribute
- make sure its air tight if you going to destruct
- blast – delete non selected
- unpack
- keep path is good for maya
- convert node – not as heavy as polygons
- divide node – removes everything but the borders
- scatter node – vorono, fracture. node
- explode not
- divide node
Medhi Lesson:
- Integer – entire number
- Float – decimal
- Programming theory variables
- value 1 = 1 active – using in simulation
- 1 = active
- 0 = not active
- this is a general coding rule
- make model air tight
So this lesson is based around fixing and separating the model so that I can break the object and smash it according the way the matter breaks. For example glass will shatter and metal will bend.
As you can see below, there are unclosed pieces within the structure. So using nodes that close the gap means the rbd solver (used to break polygons) will then work and there will be no error signs. This is a long process and found it hard to understand how to access and find all the breaks in the model. Its all about learning how to separate the model using the blast nodes and labelling them correctly on your work space which means it wont get too confusing.
Nodes to fix the unclosed model:
These were the nodes that Medhi used to try and close the shape. Sometimes it was trial and error on which ones would work or if it was a combination of a few. Sometimes it was too complicated to fix with just a simple node like fuse so I would have to go into the model manually and select point/lines either size of the open space to then get them to be poly filled. This makes em realise how important good models made are for the rest of the pipeline. Understanding that even though the model might look good with lots of detail, it could be very difficult to work if behind the scene it had loads of faults. Best to check the model before assuming it will be the best decision.
- convert node – sort of polygon
- fuse node solves the point not closed
- polyfil note – fill in shape
- boolean node – works for when a polygon is inside a polygon
- reducing size of polygon
- polyreduce node
- vdb from polygon node – convert vdb – this converts polygon to volume then into polygon
- replaces with sphere – made it polygons
- ray node
- reverse rays
- extract transform node makes 1 point
- collision of building – connectivity node, class attribute
- assemble node – name attribute
- for each group node
- primitive – detail attribute: interation, numiteration, value
- blast node to split parts but can also use split node

I ran into an issue where I couldn’t figure out how to proceed with the last 10 mins of this tutorial to then start lesson 7. I had a tutorial with Mehdi where he explained that it was fine and that it was showing a different piece of the building than his because it was a random piece. So now I can continue this lesson.