

Hits 1.255 Added 23 Feb 05 Updated 23 Feb 05
Blast Code

License Commercial
Demo Trial Version
OS Mac OS X, Windows
Languages English
Description
Blast Code is an advanced animation engine designed to create fully geometric animated demolition sequences. Available in 2 versions:
"Megaton"
The Premiere version of Blast Code. Contains complete functionality for the most demanding demolition sequences.
"Kiloton"
A new "lighter" version of Blast Code for animators looking for a quick and easy solution to surface destruction.
Blast Code is the first tool set of its kind, designed exclusively for the destruction of objects. Its highly interactive design greatly reduces the time needed to develop totally unique blast scenarios. Blast Code provides animators the ability to test a multitude of destruction scenarios, and quickly make adjustments to any part of the simulation.
The following features are specific to both "Kiloton" and "Megaton" versions of Blast Code.
Explosives
Use virtual explosives to deform and break your models. Explosives can be easily adjusted to mimic any kind of force. Adjust blast shape, magnitude, velocity, area of impact and optional shooter location. Explosive placement can also be animated to produce collisions between models. Use the machine gun option to quickly pulverize your models with multiple blasts. Advanced users can create their own blast pressure graphs for more complex blast shapes. Surface vibration can also be achieved using built-in noise and oscillator functions.
Damage and Debris Meshes
Blast Code simplifies blast scenario manipulation by producing only three geometry meshes for every destroyed surface.
Damage geometry consisting of the model prior to demolition and what remains after demolition.
Debris geometry which gets blasted away during demolition.
Secondary debris geometry which consists of additional smaller fragments.
Complex Surfaces
Blast Code can create layered surfaces consisting of different kinds of materials. For example, a wall section can be created with stucco, wood-frame, and drywall layers. All layers will automatically react to explosives as a single surface. Yet each layer responds according to its prescribed material type. Note that the framing layer in this case is found in the "Megaton" package.
Surface Cracking
Built-in cracking algorithm. Using Blast Code’s highly advanced cracking algorithm, animators can quickly create an infinite number of crack patterns by simply drawing surface cracks or by using texture maps. Fast interaction allows for the fluent testing and adjustment of many different crack patterns.
Debris Solving
Debris solving is achieved using either a high-speed particle based solver or a high-accuracy rigid body solver. Interactively create your blast scenario using the high-speed solver and then record your animation using the high-accuracy rigid body solver. Blast Code’s debris solver is integrated with Maya’s rigid body solver, and contains an automatic debris inter-penetration avoidance system.
Recording (Baking Simulation)
Blast scenarios can be recorded to disk at any time. Recording simulations provides many key benefits.
Playback is much faster because scenes have already been calculated during the simulation phase.
Scene size can be greatly reduced by removing the Blast Code engine.
Scenes can be played forwards or backwards.
Motion blur can be added during rendering.
Scenes can be viewed on machines not licensed to use Blast Code by using the free playback plug-in.
Multiple simulation recordings can be viewed without reloading the scene.
Shading
Blast Code facilitates shading geometry. All output geometry contains pre-computed UV coordinates to simplify shading. Texture reference meshes are also attached to all geometry for projection or 3D texture mapping. Component maps for front, back, and side geometry are also output for multiple shader attachment.
Rendering
Blast Code can adjust the resolution of all output geometry for level of detail requirements. Output high-resolution models consisting entirely of quads and triangles for precise texture and displacement mapping, or low-resolution models for hardware rendering. All recorded blast scenarios are capable of motion blur.
Particles
Built-in particle emitters are used for additional dust, smoke, or fire. Debris meshes are capable of surface particle emission using all of Maya’s standard particle emission attributes, including those normally reserved for NURBS surfaces. Additional controls specifically designed for demolition have also been added. Debris emitters, include particle emission fall-off based on debris flight time or impacts with other surfaces.
Timing
Recorded Animation is capable of time stretched or compressed playback. Adjusting playback speed creates realistic movement of different scaled geometry without the need to adjust the original blast sequence.
Combining performance and flexibility makes Blast Code the ideal solution for creating highly dynamic disintegration or deformation animation with a minimum of time and effort.
07 Nov 2006 - 22:37 | Farsheed
how do I Download this plugin ?
gooood
14 Jan 2006 - 10:01 | mobailna
hellooooo im new
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