By the same token,
pasting the keyframe at, say,
frame 120, will reduce the
rate of acceleration and lower
the force of impact.
15. Set the Impact Effect to
Roll in the HardFX panel??™s
Rotation tab (Figure 14.29).
This will make the shards of
glass spin as they spread away from the collision. Try playing with the Min and
Max torque values to add more variety.
16. Add one more thing to this animation and then get ready to learn about softbody
dynamics. Choose Collision from the Dynamic Obj drop-down on the
Items tab to add another collision object to the scene, and type Ground when
prompted to give it a name.
17. When the FX_Collision panel opens for the Ground object, choose Plane from
the Type drop-down. This makes a flat collision plane.
18. Change the Radius/Level value for the Ground object to ??“7 m. This tells the collision
to happen beneath the GlassWindow object, at ??“7 m, on the Y-axis. Click the
Calculate button and you??™ll see the exploding parts now fall and hit a ground surface
(granted, there is no visible surface).
19. The shards bounce a little too much when they hit the ground, don??™t you think?
So, reduce the Bounce/Bind Power value to 80% in the FX_Collision for the
ground plane.
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