| Add explosions, shattering, cracking, or mangling effects to your models in an instant with the Blast Code Kiloton plug-in. Blast Code provides animators the ability to test a multitude of destruction scenarios, and quickly make adjustments to any part of the simulation. Use virtual explosives to deform and break your models. Explosives can be easily adjusted to mimic any kind of force. Adjust blast shape, magnitude, velocity, area of impact and optional shooter location. Explosive placement can also be animated to produce collisions between models. Use the machine gun option to quickly pulverize your models with multiple blasts. Advanced users can create their own blast pressure graphs for more complex blast shapes. Surface vibration can also be achieved using built-in noise and oscillator functions. Built-in cracking algorithm. Using Blast Code’s highly advanced cracking algorithm, animators can quickly create an infinite number of crack patterns by simply drawing surface cracks or by using texture maps.
Debris solving is achieved using either a high-speed particle based solver or a high-accuracy rigid body solver. Interactively create your blast scenario using the high-speed solver and then record your animation using the high-accuracy rigid body solver. Blast Code’s debris solver is integrated with Maya’s rigid body solver, and contains an automatic debris inter-penetration avoidance system. Blast Code facilitates shading geometry. All output geometry contains pre-computed UV coordinates to simplify shading. Texture reference meshes are also attached to all geometry for projection or 3D texture mapping. Component maps for front, back, and side geometry are also output for multiple shader attachment. Built-in particle emitters are used for additional dust, smoke, or fire. Debris meshes are capable of surface particle emission using all of Maya's standard particle emission attributes, including those normally reserved for NURBS surfaces. Debris emitters, include particle emission fall-off based on debris flight time or impacts with other surfaces. Blast Code Kiloton also contains our most popular fracturable surface called slabs. Slabs are the direct conversion of NURBs surfaces into meshes and contain the following properties: - Hard slabs do not bend, and will break apart in a brittle manner like brick, ceramic, or glass.
- Soft slabs will bend and deform similar to metal or plastic, and will tear apart.
- Fragmentation of slabs is achieved by applying random or custom crack patterns. Random patterns are achieved through texture maps, while custom crack patterns are hand drawn.
- Includes built in brick fracture algorithm.
- Easily adjustable texture UV coordinates.
- Slabs can contain simple polygons that are derived from the outlines of all the fragments, or can be evenly quadrangulated for smoother higher precision meshes.
Combining performance and flexibility makes Blast Code the ideal solution for creating highly dynamic disintegration or deformation animation with a minimum of time and effort. For more information, you can visit our forums HERE. |