Now I begin to be satisfied with the first klip and all there is too it is tweeking.
Not much learning and new things left there.
So I have begin working with the wall vlip some more.
The scene is tracked and works quite well.
And now i’m working with a recreation of that hole test i did earlier.
This clip under shows how I made it.
But I fill with some text too.
Step1: I made the shatters by hand. Then I duplicated and made them smaller.
By that the simulation runs more smoothly.
step2: Then I had an projectile go thrue the wall in qute a slow speed.
And allt the settings at the simulation set to be slower. The I baked the simulation.
Step3: Now i desided how fast and when the animation should go off.
Because of the curvs I could also deside where they should go.
So the baked simulation worked more lika a guide that I could tweek by hand.
Step4: When the shatters behave like I wanted. I started to build all the debris.
All the wall constrution material like, isolation, balks and planks and so on.
Step5: This stuff I shattered and the where easy to animate by hand as I followed the alredy animated stuff.
Heres the final image.
Track marks the white references marks at the floor and the stative I was leand too are now gone.
This I was made with clone stamp tool in PS, and tracking in Fusion.
It might need some tweeking.
I might be at the right way.
After som great tips from people, the slingshot finlay seams to fit in the picture.
Thers a few thing that could be better.
Tell me what you think I shall se what I can do.
Also I have removed the white templates at the base of the slingshot, and the track marks ate the walls.
What remains is the stative I leand on.
I have quite a problem to get my slingshot closer to photo realistic.
I want to spend time for other things like remove the white tracking marks at the floor and the tjep marks at the wall.
The stative I sat on must also be removed.
If some one got some ideas how to get the slingshot more realistic please whrite me:-)
Right now it contains 10 layers
RGB pass (lighting)
3 RGB passes (fore diffrent parts and material)
Light
Texture (Surface material)
Shadows
Occlusion
Specular
Mask

Now its almost done.
It’s 98% perfect and I have to find out what can do with that 2 remaning percent.
If you think something… think it loud… and in text… in my blog:-)
Here’s the clip: