Hey guys!
Allow my to blatantly re-post what I wrote on cgtalk:
I’m evaluating Thinking Particles 4 for generating prebaked destruction animations of city environments for realtime playback and I have a few questions. If this is not the right place to ask, I apologize - please redirect me in that case.
My questions/concerns:
[ol]
[li]The SC physics simulation feels kind of ‘sticky’ whereas physX behaves more as I expected.
[/li]I have been following this tutorial: http://www.cgfeedback.com/cgfeedbac...hread.php?t=426 and it feels like by just using a SC node the individual fragments stick together a while like they are connected through a breakable/deformable joint.
The particles also stick to other neutron deflectors that are part of the SC.
[li]While TP4 seems really powerful at simulating rigid bodies (and simple deformables) I haven’t seen any cloth/rope physics done with it. Is it entirely unsuitable for that kind of simulation or has it been done before?
[/li][li]A lot of the (commercial) training material available seems to revolve around using TP for actual particle and special FX simulation and not particularly physics/destruction simulation pipelines. The movie 2012 has proven that it’s suitable for destruction, but is there any production-level training material available yet?
[/li][li]TP4 is still pretty new. Has anybody used it in a game production enviroment for pre-baked physics before and can share his experiences?
[/li][/ol]
Thanks a lot for your help!
-Sascha