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Thread: UFO Crash Test

  1. #1

    UFO Crash Test

    It's UFO's gone wild!

    These are simple tests, no particles or anything like that added yet. The goal was to try and model the ground being impacted by a sharp UFO-like object. I got some good results that I thought I would share.[attachment=0:q3f23llz]Picture 30.png[/attachment:q3f23llz]
    Attached Images Attached Images

  2. #2
    Senior Member
    Join Date
    Sep 2008
    Norwalk ,Los Angeles

    Re: UFO Crash Test

    That pretty cool you can barley see the ufo so i looks like force powers u should put a builing
    (like a farm house) at the end of the crash that would be awsome and give the ufo some textures

  3. #3

    Re: UFO Crash Test

    Very nice, that gives me some ideas for meteor and comet impacts.

  4. #4
    Senior Member
    Join Date
    Sep 2008
    Norwalk ,Los Angeles

    Re: UFO Crash Test

    Are these simulations hard to make ???

  5. #5

    Re: UFO Crash Test

    They are not that difficult. For the ground, I created a Maya cube primitive and tesselated it with the "create DMM object". The trick there is to use the Maya cube sizing to fit the object to the proper size rather than use the object scale feature. The reason for this is that our DMM tesselator looks at the original size and proportion to determine how to tesselate the volume. If you scale after tesselating, you will get odd results which you will have to compensate for by messing with netgen parameters. There are some times when this is necessary though, like when you want to stretch tets out to simulate anisotropic materials like wooden beams and plants.

    For the spaceship, I just positioned it above the ground, and kinematically drove it a short distance to get it going fast enough that it would plow through the ground. You could also do the whole movement of the spaceship kinematically by making it passive and just moving it through the ground, but I find that fully simmed scenes have a lot more of the nuances that are hard to add by hand.

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