Pildanovak has created a great script that will create a fractured version of an object. Marcus shows how to use it together with game engine physics and a particle system.
Hi, here is Marcus, I just wanted to say that I didn't make the tutorial, just provided the links!
I hope this script will be developed further, because I waited so long for something like this!
Thanks for this video! And of course - for this cool fracture script!
It would be even more cool if to combine this script with some "damage detection" algorythm. Not realtime... Something that will create a group of shards from booleaned part of an object that was hit. I'm not a professional with these things but I think that almost everywhere (in isothropic conditions) damage area can be simplified to a rough "sphere". Not actually sphere - just some close to sphere body. It's to prevent dramatical calculations of a boolean body. And crackles - a simplified spider's net formula repeated in several planes by some "force conditions".
I know that always is very simple to tell something but not to write a code :) Unfortunately I have no time to learn Python or any other programming languages. All that I can suggest is a testing and my ideas of realisation and optimisations.
So if you will need somebody to do this, don't hesitate to write me: moolah_(d0g)_mail_ru
As a little addition:
Interaction between multiple fractured objects is a problem that comes up every once in a while but always without a solution, as this is not yet possible out of the box.
Take a look here for a little example: http://frigi.designdevil.de/Portfolio/Programming/Img/shatter_anim.gif
For 2.5 there eventually will be a proper system to do things like this I suppose, but for the time being you can download a (pretty hacky) patch for 2.49 and a sample .blend here: http://frigi.designdevil.de/Portfolio/Programming/SuspendDynGhost.html
(There's also a little more information on how it's done on that site.)
The whole concept has its flaws and there are no automatic setup capabilities so you will have to choose wisely where to use it.
When I try to follow the video tutorial, the cube breaks apart right when the simulation starts, long before it touches the plane surface. What am I doing wrong?
Nein- das war keine Explosion... da bewegt sich lediglich ein unsichtbares Objekt von unten nach oben ... :) So kann man ne Menge cooler Effekte erziehlen ;)
(sorry for the double post) Ok, i have found out what I'm doing wrong (i think) and i think i should share it with anyone else who's having the same problem. I'm working in 2.5 and the way i solved it was to turn the radius of my initial object (with convex hull collision bounds) down all the way in the game physics panel. i causes a few minor glitches but hey, it works.
maybe the glitches could be eradicated by turning the radius up by a miniscule amount?
20 Comments
BIG fan of this script and what it does. Look forward to checking out the tutorial soon!
Awesome!!! Great work Pildanovak and Marcus! I think this might even lead to a new wallpaper for me.
Hi, here is Marcus, I just wanted to say that I didn't make the tutorial, just provided the links!
I hope this script will be developed further, because I waited so long for something like this!
Looking great man, thanks Pildanovak. Community + Blender = Unstoppable.
I made some tests with this script using blender 2.49 and some tricky things :P
Checkout here:
http://www.youtube.com/user/DFassbaender
I'd like to see the final video...
@Dennis:
cooles Video! hast Du da drin was explodieren lassen?
Auch das mit dem Zylinder is gut, DOF und und Retiming kommt gut.
@MTracer:
there are some test videos out there, I especially like this one:
http://www.youtube.com/watch?v=YQ_MTo6flqM&feature=related
Any chance to see this script ported to Blender 2.5? Does it exist?
Thanks for this video! And of course - for this cool fracture script!
It would be even more cool if to combine this script with some "damage detection" algorythm. Not realtime... Something that will create a group of shards from booleaned part of an object that was hit. I'm not a professional with these things but I think that almost everywhere (in isothropic conditions) damage area can be simplified to a rough "sphere". Not actually sphere - just some close to sphere body. It's to prevent dramatical calculations of a boolean body. And crackles - a simplified spider's net formula repeated in several planes by some "force conditions".
I know that always is very simple to tell something but not to write a code :) Unfortunately I have no time to learn Python or any other programming languages. All that I can suggest is a testing and my ideas of realisation and optimisations.
So if you will need somebody to do this, don't hesitate to write me: moolah_(d0g)_mail_ru
Great script, and tutorial for an intermediate/expert user. Thank you!
http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/Object/Fracture
here is the link on how to use the script that is in 2.5. You need to turn on the script in the add ons from user prefs
Warning this script is fun and may send lots of time runing point sims... lol
EDITED: Nevermind, figured out a solution to my problem
As a little addition:
Interaction between multiple fractured objects is a problem that comes up every once in a while but always without a solution, as this is not yet possible out of the box.
Take a look here for a little example: http://frigi.designdevil.de/Portfolio/Programming/Img/shatter_anim.gif
For 2.5 there eventually will be a proper system to do things like this I suppose, but for the time being you can download a (pretty hacky) patch for 2.49 and a sample .blend here: http://frigi.designdevil.de/Portfolio/Programming/SuspendDynGhost.html
(There's also a little more information on how it's done on that site.)
The whole concept has its flaws and there are no automatic setup capabilities so you will have to choose wisely where to use it.
When I try to follow the video tutorial, the cube breaks apart right when the simulation starts, long before it touches the plane surface. What am I doing wrong?
Nein- das war keine Explosion... da bewegt sich lediglich ein unsichtbares Objekt von unten nach oben ... :) So kann man ne Menge cooler Effekte erziehlen ;)
oh man this script looks awesome!
Sorry, to say, but I'm having problems using this on the mac version of blender 2.49b.
Nothing happens when I run the script!
Please reply if you know what I'm doing wrong!
ejay, I have had the same problem. HEEEELP!!!!
(sorry for the double post) Ok, i have found out what I'm doing wrong (i think) and i think i should share it with anyone else who's having the same problem. I'm working in 2.5 and the way i solved it was to turn the radius of my initial object (with convex hull collision bounds) down all the way in the game physics panel. i causes a few minor glitches but hey, it works.
maybe the glitches could be eradicated by turning the radius up by a miniscule amount?
I have a doubt. When I downloaded the zip file, t comes with 4 different scripts, and I tried them all without succeding....
I use blender 2.49b. Any suggestions?