I've been using XSI for over a year now, but only recently have I begun to learn how to use rigid body dynamics and the simulation settings.
I know it's cliche and almost taboo, but to learn how to use the system I'm blowing up a box.
It's not the n00bie 'Oh man I'm totally gonna animate explosions!' ideology, but rather I thought it would be a good exercise to learn how XSI's rigid body system works.
So far so good. I downloaded the Shatter script from http://www.motionblur.it/docs.htm#xsishatter , used it to break apart a polygon mesh, applied the shattered pieces to a rigid body state, set a grid below it to a passive state, and simulated it. The result was the exploded pieces falling to the grid and stopping.
So far so good.
I then made another passive object, set it invisible, and had it slam into the shattered parts, thus throwing them outward in an explosion.
That result was satisfactory. So I have an exploding box, oustanding.
I'm happy with the results, but I can't tweak it just right. The problem that I'm having is that the rigid bodies, as they fly away and hit the 'ground' grid, they slide as if they're on ice.
I can't seem to get friction working properly. I've tried adjusting the static and dynamic friction properties for each of the rigid body pieces, as well as adjusting said friction properties on the passive grid. Neither adjustment made an effect on the actual simulation.
So how exactly do I up the friction? I would like the pieces to slide to a quicker stop and possibly roll a little, as if they were hitting grass and not ice.
Here's a test render. You're looking for the final 3 clips primarily. You'll notice the fragments hit the ground and continue sliding for a bit: