WEEK 23

Cell Fracture Wall Simulation

I made a rigid body simulation where I had to assign each broken fragment to a rigid body object and specify its characteristics, including mass, friction, and bounciness. I added a mesh plane ground to react and then configured it to be a rigid, passive body. This ground will interact with the broken fragments to mimic the gravitational pull. I then baked the simulation to compute the physics before rendering the animation. The fragmented pieces will react realistically. This also gave me keyframes so I could play the simulation later on in the final render. 





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