SHREDDER EFFECT Shredder (Explosion) effect: Example Project: 100 frame animation. Default size primative sphere at position (0, 0, 0). Ground object at position (0, 0, -100.0). Shredder applied to the Sphere from frame 2 to frame 100. This example will give you a starting point when working with Shredder. To speed up the animation so that all the particles stop moving, increase the "End Time" to something like 2. Overview: Shredder does an explode that breaks up an object into random shaped/sized particles. The effect can also explode an object while keeping subgroups intact or, in the case of a grouped object made of many, smaller parts, it can keep the whole objects intact. The effect tries to use real-world numbers (seconds and meters) instead of the usual frames and units measurements. Because of this, you have to tell Shredder how many units are in a meter and how many seconds are represented in the included frames. Textures that are properly tacked to an object (State objects with shape and texture data saved as well as lock states in all the textures) will remain tacked during the explode. Shredder is a very complex effect, and shredding an object with a lot of faces will be slow compared to Imagine's other effects. Using subgroups or keeping objects intact is much faster than shredding up an object La Machine style. Shredder F/X Info The first part of the Sredder requester asks the following info: o Whole Objects as Parts (Grouped Object) o Use Defined Subgroups as parts o La Machine Maximum Number of Triangles in Group [] Bounding Subgroup [] This Controls how the object(s) are shredded. "Whole Objects as Parts" keep entire objects intact - like you may use to explode a grouped object while keep the individual objects intact. By selecting this, you can also make a single object bounce on the ground like a rubber ball. "Use Defined Subgroups" lets you absolutely control the size and shape of the pieces that fly off the shredded object. By defining subgroups on the object you can do something like blowing up a sphere with a logo pasted on it while keeping the chunk of the object with the logo intact. "La Machine" is where Shredder gets its name - it totally shreds an object into random shaped and sized pieces. The size of the pieces is controlled with the "Maximum Number of Triangles" parameter. The "Bounding Subgroup" can be use to restrict the explosion to a specific part of the object. Try the example project with "Whole Objects" selected to see the sphere bounce. When Shredder shreds an object in "La Machine" mode, it selects groups of adjacent faces by doing a random walk over the surface of the object. This produces shapes that tend to wander across the surface instead of looking like clumps of faces all grouped together. The Timing of the effect is controlled in the following seciton of the requester data: Start / End Time (seconds) [] [] Explosion Timing Delay (%) [] "Hold at" Frame Number [] The start and end time parameters control the speed and direction of the animation. These tell the effect how much real time apparently passes during the time of the effect. For example, increasing the end time from 1.0 to 3.0 without changing the number of frames in the effect will triple the speed that the effect happens at (ie - originally n frames meant 1 second of time, now the same n frames represent 3 seconds of time). The start and end times can also be used to reverse the explosion timing (set the start time to 1.0 and the end time to 0.0). The "Delay" factor is used to slowly explode the object from the axis position outward and the "Hold at" number will freeze the explosion at a certain time. The data that describes the bouncing of the particles is as follows: o Bounce Particles o Flip on Bounce Ground Z Position (Imagine units) [] o Use Maximal Bounding Sphere o Use Minimal Bounding Sphere o Use Average Bounding Sphere Elasticity Min/Max (%) [] [] Selecting "Bounce Particles" turns the particle bouncing part of the effect on. Selecting "Flip on Bounce" will cause the particle rotation to reverse each time a particle bounces. Where the particles bounce must be set in the "Ground Z Position" parameter since the FX knows nothing about the other objects in Imagine's world. When particles bounce, they bounce relative to when their center of mass hits the ground. By selecting one of the bounding spheres, you can make the particles bounce as if their shapes were actually spherical (they had a radius) instead of just points in space. The Maximal Bounding sphere will totally enclose all the points in the particle, the Minimal Sphere is inside all the points, and the average Sphere has a radius of the average point distance from the canter of mass. The Elasticity range allows you to control how much bounce the particles will have. The particle conditions are set up in the following: Inital Velocity Range Min/Max (m/s) [] [] Triangle Rotations Min/Max (rot/s) [] [] Particle Trajectory Min/Max (degrees) [] [] Final Scaling Factor Range Min/Max [] [] Gravitational Acceleration (m/s^2) [] The Initial Velocity values control the initial energy of the explosion, that is, how far and fast the particles blow away from their original positions. When the object explodes, it explodes as if the object's axes are the origin of the explosion. The Trajectory adjustment randomly varies the angle that the particle flies off, relative to the objects axes position. The Gravitational Acceleration controls how fast the particle will fall to the ground. Set this to 0.0 in outer-space scenes to emulate zero gravity. Watch the sign on this value - negative values make particles fall down, posative makes them fall up. Lastly, the following parameters must be set up: Imagine Units per Meter [] Random Number Generator Seed [] "Imagine Units per Meter" needs to be set so that you can use real world values for the velocity and gravity settings. The Random Seed value is used to vary all the randomness in the effect (ei - particle shapes, initial velocities, etc...).