Added on: Sun Nov 26 2000
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Create a 35mm camera in the top viewpoint. Next move the camera into position, try to match where the camera is in the photo, try and work out where the camera was positioned, how far away ect. When that plate was taken.
Note: In a lot of cases especially when working on more complex scenes it helps to create reference geometry to help you position the camera. By this I mean model several houses and objects in the scene and place them in the exact areas they would be, then this will help you position the camera correctly so that they all fit directly on top of each of the houses in the plate.
Below you will see a picture in the top and side viewpoint of max that I took of where I positioned the camera, this might help you understand the placement of the camera. Also chuck in two omni lights and play with the settings a little to simulate outdoor light.
After you have positioned the camera and the house in the right places along with the lights itís time to go back to the material editor.
Clone the material of the plate to another slot, rename the new material to "Original Plate ĖLocal" then assign it to the house model. Now go to the diffuse slot in the material editor and change the mapping from screen mapping to normal uv mapping.
Now go to the modify panel and assign the modifier camera map to the object. Then tell camera map to use the current camera we have set up. What this does is when we destroy the building, the debris that is projected from the house carries a part of the house with it.
Particle System Settings
Create a particle Array system and use the following settings for it. Select the emitter object as the house mesh.
Display until 150
Object fragment controls
Number of chunks 1000
Rotation and collision
Spin time 50
Select "get material from" and choose emitter.
Note: Under particle spawn if you want you can tell it to kill the particles if they collide at all, this will limit the amount of debris floating around later on after everything has been blown up.