this comes from working in a production setting. It's so your renders always have 4pads at the end and start with a 1 instead of 0 so compositing softwares read frames in the correct order. (render_1001.png vs render_001.png)
very nice, thank you !! :) just one question - I see there is a little flickering of the bricks (very tiny) - the ones which are not yet hit but there is some kind of influence. Is there an easy way to make the movement more smooth or maybe reduce the influence of impact ?
Ah yes I did notice that but didn't address it for the sake of keeping the video short. A few methods: 1) Mess with impact affect on activation 2) Manually create activated pieces based on distance to collider (see ideas in this older tutorial: ua-cam.com/video/2EoeK36prko/v-deo.html) 3) Post sim, do a solver that takes previous frame position if velocity is below a certain threshold Hope these ideas help!
Great tutorial. Clean, simple, straightforward and well narrated. I enjoyed it so much ty.
I like your tutorial very much. Please don't stop updating the tutorial, please.👍
I love these kind of tuts. Thanks for sharing this tut
It's so niceeee! Keep going on sir!🔥🔥🔥🔥
Nice👍👍👍
ohhhh ima have fun with this !
Always wanted to know this method👍✌💖
I like you're work, it's great! Question for you, why do you tend to start your animations on frame 1001?
this comes from working in a production setting. It's so your renders always have 4pads at the end and start with a 1 instead of 0 so compositing softwares read frames in the correct order. (render_1001.png vs render_001.png)
AWESOME !!!
Awesome. Can you make a object morphing mograph tutorial? Thank love your tutorials as always!
very nice, thank you !! :) just one question - I see there is a little flickering of the bricks (very tiny) - the ones which are not yet hit but there is some kind of influence. Is there an easy way to make the movement more smooth or maybe reduce the influence of impact ?
Ah yes I did notice that but didn't address it for the sake of keeping the video short. A few methods:
1) Mess with impact affect on activation
2) Manually create activated pieces based on distance to collider (see ideas in this older tutorial: ua-cam.com/video/2EoeK36prko/v-deo.html)
3) Post sim, do a solver that takes previous frame position if velocity is below a certain threshold
Hope these ideas help!
@@FarOutStudio thank you for great ideas and quick response, I am gonna try it :)