EXPLODE IPAS
14-Sep-95 08:22:16
Sb: #190615-EXPLODE IPAS
Fm: Jeffrey Lerer 74073,244
To: Mark D. Pippin 75223,3676
Hi Mark, PMJI – further to Kenvin's thoughts on explode and disintegrate: While
it is true you can tesselate an object and get more complex explosion effects,
you can also nest a series of dissimilar shapes and, based on the number
tolerance, have a bizarre array of chunks o' thingies come flying out at moment
of impact. In the Yost Explode, there are actually a number of very subtle
adjustment parameters that enable you to achieve terrific
deconstruction/construction effects, with bounce planes, decay, chaos etc.
Actually, there is a demo explode .fli included with the disk that demonstrates
a terrific explode with motion path, etc. The disintegrate routine actually
places polyhydra along the wireframe and disperses them to a point of vanishing
or appearing, and works very much like the explosion. All the routines on that
disk are great fun, and work very well. My only complaint is that U/V maps,
which control the color of the particle flow from SPURT and FIREWORKS do not
take their time cue from START, but seem to rely on FRAME 0 always. That is a
drag, because if I have an 800 frame run and want SPURT to start at frame 500
and run till frame 650, designing the U/V map is nightmarrish. Other than all
that, I am really interested in taking a peak at Dynamic Motion Module or Key
FActory. That could be very interesting.