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Project Proto - Update 12

I fixed the jitter and this is the final result.

In order to fix the jittery effect, I changed a few settings in both the static colliders and bullet solver. In the static collider, I changed the geometry representation to "compound", and this solved the majority of the jitter within the scene. Then, I increased the substeps by 2 times so that the solver can handle high speed objects with its respective collision event. 

wk7_pta_collision.jpg
wk7_pta_solver.jpg

In order for the shatter to have a larger spread, I weakened the glue constraints. The default value for "strength" was 20000 and I felt that it was too strong, I reduced the value to half of that.

wk7_pta_glue.jpg
wk7_pta_glueset.jpg
Updated Animation Shot 4

Lastly, I added the required animation for shot 4 and it received the greenlight. This was a bit more difficult than expected because I had to shift this part of the pipeline back to rigging, to get the visor animated.

Project Proto - Update 13

This is the update for debris particle effects. I will talk about the methods used to isolate specific geometry in the bullet data acquired in the earlier update.

Using Dot Product to isolate mesh

Here I am running a dot product with 2 different vectors. 1 is the velocity vector and the other is the Normal vector of a randomly scattered point. Now, we know that Normals are pointing perpendicular to the face geometry, and the purpose of this is to see how this normal direction interacts with the velocity (which can only point to the direction it is going).

wk7_ptb_dotproductVOP.jpg

To visualize what I am doing, I assigned rgb values at equal positions at the ramp. This visualizes the force magnitude applied to the mesh in relation to its normals and the velocity of the explosion. 

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Notice the blue colored points of the mesh highlights the specific parts of the mesh normals that agree with the velocity direction.

In Layman's term we can think of the velocity field as a light shining on a mesh and the blue parts reflect what is being "lit" in the scene.

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By isolating the blue channel I can delete it and what I end up with is the geometry facing away from the velocity direction. This is important because I want to be emitting debris away from the velocity. 

wk7_ptb_visualizeEmitter.jpg
Final result of the particles simulation
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