8.2.3 Scene Setup Summary
Open up the WoodBreakingFXRig_start.ma file from the companion
The scene has some basic geometry with dynamics simulated in
Blast Code (http://www.blastcode.com/)thatwasbakedontokeyframesfor
ease of use.
If you expand the origGeom group in the outliner, you will see
four subgroups. These are, as shown in Figure 8-6, in the order of
Since this example is primarily concerned with the expressions
behind the dust rig, I will keep the BlastCode talk to a minimum.
Basically, after shattering the geometry in Blast Code, I recorded it
and baked the effect into keyframes. Then I deleted the BlastCode
solver so that it could be ported to machines without the plug-in.
What was left was the layer hierarchy shown above. The
PrimaryGroup1 and SecondaryGroup1 layers contain the primary
and secondary debris, respectively. If you play back the scene, you
will see clearly that the wood breaks into a few large pieces (pri-
mary) and many small pieces (secondary).
I then duplicated those two groups with input connections so
that the animation gets transferred. The reason behind this is that in
a production pipeline, the original geometry/ animation would usu-
ally be referenced; and it is a bad idea to manipulate referenced
geometry. Your outliner should show this: