Particle Skinner - Gorilla Skullby John Rand Scene File: Max9_PSkinner_Gorilla_finish.max This tutorial is a will show you how to use Particle Skinner to skin higher poly count geometry and apply PhysX to it. The scene contains two geometry objects in the shape of a Gorillas Skull, one for the particle birth object and a copy for the Particle Skinner object. Some things to consider; you don't need a lot of particles if you only want a few large fractures, on the other hand if you want it to literally it to disintegrate it is going to require a large number of particles. Another notable tidbit to take into consideration when using control point particle technique such as this, the Particle Skinner geometry can interpenetrate, to avoid this you can use prefractured geometry and the Birth Group operator, however using this technique is much more taxing on your system and can be harder to control. Part 1 - Setup the Box#2 Dynamics using a Birth Grid and a Culling object to generate the control particles. Open the file Max9_PSkinner_Gorilla_start.max Start by creating a new standard PhysX Flow. Open Particle View (Keyboard Shortcut 6) to create a new particle flow system.
Hide the scene object GorillaHead_BirthOBJ to see the particle structure
Next we will setup the Glue and PhysX World properties.
Select the PhysX World and the Display operator in Event 01 right-click and choose Copy
Select the PhysX World Icon, untick 'Update Viewports' and bake the animation.
Part 2 - Preparing the Scene Geometry Open the Layers Panel and unhide the GorillaHead_PSkinner copy, select it, and add a Particle Skinner modifier
Play the animation
Part 3 - Minor Tweaks You can get very different results by doing some very minor things. Here are some things to keep in mind: Moving the Birth Grid Icon slightly will change the overall outcome. Doing this aligns particles differently with the mesh. Adjusting the subframe factor will have the most dramatic effect, by lowering this value you can turn a rigid simulation into jello, alternately raising it will make it even more stiff. Raising the Restitution value will give the restore more energy back to the colliding particle, in effect making the ground more dynamic. Adding or removing Glue binds, changing the Bind Distance, and adjusting the Solver factor will give you a variation in your final result. Adjusting the Particle Mass has a large influence as well lower the Mass value to something like 0.001 will give the appearance the the Gorilla Head is made more of paper than bone, increasing the value to 1000 will make is seem more like a heavy stone. For a more explosive impact, lower the Max Force Breakability value substantially, as well as Age Test in a new event between Events 01 & 02 to hold the particles in a simulation state before applying the PhysX Switch to them. You could even add a PhysX Force with a Wind SpaceWarp, animate the strength value to impart influence at impact time. Max9_PSkinner_Gorilla_further.max
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