Part 2 of the impact explosion tutorial.
In this tutorial you will learn how to break a DXF object with boolean operations. This same technique can be used with most other imported objects (as well as Bryce primitives). Remember that the techniques here are meant to inspire you to create your own scenes by giving you a working knowledge of Bryce.
| First open the
file that you created in part one. It's a good idea to set up at least 3 camera memory dots now. One for a good view from the top, one from the side and one from an area that will give you an idea of what the final rendering will look like. You could use the "from top" views and the "from left" or "from right", but I find that you end up zooming in or out to get a better view, so I just save a few steps this way. |
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| It will now be necessary to decide what parts of the ship that you want to have impacted with the object. I have chosen the mid right wing and the slim neck that extends forward from the ship. | ![]() |
| Create a disk (1) Take note of the object's origin (3). WRITE IT DOWN SOMEWHERE! Remember we are building this for an impact explosion. |
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| Duplicate it and
reposition it to the second impact location within your ship. Bryce will
automatically name it target2 (1). Take note of the object's origin (2). WRITE IT DOWN SOMEWHERE! Remember we are building this for an impact explosion. |
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| Select the first disk by holding down the mouse over the "disk select" object. When the popup menu appears, select target1. | ![]() |
| Copy its matrix.
Copying a matrix copies an objects position, size, rotation. In other words, it copies all attributes of the object. |
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| Next create a rock. | |
| Paste the the matrix you just copied. The rock you have selected will pop over to the area of the disk. This is a fast way to make the rock get to the right location. | ![]() |
| However the rock is flat. Resize the object by dragging the resize tool's center and ends until it sticks through the wing's top and bottom. | ![]() ![]() |
| Select the stone's attributes and set it to a "Negative" object. | ![]() |
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| Select the ship and set it to a "Positive" object. | ![]() |
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| It will now be
necessary to edit the way the DXF behaves in a Boolean operation. So you need to
select the "E". Then select the "Solid When Boolean Rendering"
box.
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| If you do not select this the object will behave as a shell instead of a solid. |
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| Once done here, select both the ship and the rock and select the "G" to group them. | |||
| This will punch a
hole into the ship because the "Negative" stone will cut a hole into the
"Positive" ship. In an explosion it appears better to have a hole to in the object you are blowing up. This allows some of the interior as well as the exterior to show through the fireballs. For the explosion to look right, there should always be a hole in the object. |
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