Online help is partially not available, there are files missing in 3. Fragmentation TAB… 
RayFire Tool
Churn, baby Churn! 
we try to add new features AND in addition want to make the GUI the most easy out there but i agree, the interface has seen alot of changes (which mostly came due to new feature additions
)
kind regards,
Anselm
Hello, I have a simple scene. I am learning how to do slow motion effect but unsuccessful. Simulation became choppy after changing fps or rescale time then baking again in physics. Maybe some tips? I attached the file
http://www.mirvadim.com/forum/viewtopic.php?f=3&t=465
Thank you.
ok disregard. pressing the play button in rf I thought it would overwrite the sim from before. It just blended the sim from the lower fps. So when I changed the fps for slowmo it kept the old sim. Just had to delete it.
Yeah Physx does not directly support it, but Rayfire does - What i usually do if I have any hero concave objects that I really need to collide correctly, is just blocking out a quick proxy for them from several convex primitives. Then you group them up, parent the original object to the group, set Rayfire to ‘groups as single objects’ and simulate, works great 
hey, I updated online help recently and it seems one page was not updated, sorry, will do that today or tomorow.
Found some strange bug in RF 14500 when using Glue. See max 2008 file. Seems when there are many objects with Glue, RF chokes up, or it maybe something related to Glue.
Simple scene, with a brick wall. Run the sim and you notice how RF freezes up max on the impact time, and the CPU stays at 26% for unknown times, as max is non-responsive on the RF sim. So have to either wait & wait and kill Max, because it just stalls out.
If you turn off Glue it works okay. Something is wrong, this example file shows the lockup and RF stall out. There is no time bar or fill bar to let you know what RF is doing, so I keep having to end the max process and restart it. This also eats up RAM (have 2 GB) when watching the Task Manager as it sims.
http://www.areagrey.com/other/rf_145_012_04.zip
@ Glacierise - was going to try that trick; but there are many benefits to concave
Well in essence the object IS concave it is just built up from convex objects and it, for the most part, will behave as concave. Since PhysX doesn’t currently handle concave this is the proper technique to fake it.
These are all convex objects glued together to create concaves:
The technique is done with grouping in Rayfire as opposed to glue in box#2, alothough I do suppose you could now glue your convex’s in rayfire now to create concaves, I haven’t teseted that though…
A group will only make a wanna be-concave hull that will not work properly. we still have the problem of complex surfaces that are curvy.
Hey,
just want to show a script I am workin on, inspirated by Mir works. It s a rayxplosion like…
but very very far from the Rayfire tools power!!
http://www.youtube.com/watch?v=3peIta6GpqQ
http://loran-cg.blogspot.com/2009/09/k-b-o-o-m.html
Hehe, that sounded funny, “wanna be-concave”
I am a little niave in respect to rayfire in this situation, why won’t it work? Are you talking something like broken concrete with large aggregate? (I could see that it would be a bitch to do)
I have built up a ton of concave shapes in box#2 and they act just like I would expect them to, like a concave object, I only relate this to rayfire since they both use PhysX.
hehe - Box #2 is likely making small parts, then grouping those together to try and “mimic” a concave hull. If I could show the Sim Edges in RF, you would see the hull. Concave also lets us place objects inside other objects without complications.
The hull in RF from groups is pretty close, but still does not wrap precisely around the mesh points. We could use concave for hero chunks and bits near camera. Eventually PhysX may get concave support :wise:
@ Johnny - sure, thank you.
@ loran - this rocks dude, you going to release it? plan to [color=white][font=Verdana]integrate it with the reactor Fracture helper? :twisted:
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hehe - Box #2 is likely making small parts, then grouping those together to try and “mimic” a concave hull.
That is exactly what you are telling box#2 to do.
I think I understand, so it is shorcutting even over the group instead of wrapping nicely?
sounds like a feature request :) "visualize collision shapes", it is a nice box#2 feature for sure in these circumstances.
I can send you a simple box#2 scene to test if you like.
Reminds me I have another one, the spheres contains smaller spheres:
Which pretty much sums up the quote above 
BTW Loran, looks cool 
I have a simple scene with a wall and a box that flies through it. I check a check box and the box no longer flies through the wall but bounces off of it. I check the box again and the box won’t fly through the wall now, just bounces off of it every time. I am getting some radically different behavior per simulation here presumably on the same setup.
Can someone look at my scene and tell me what I am doing wrong?
http://www.treadster.com/apc_smash_frac.max
Thanks! 
edit: i uninstalled physX SDK and reinstalled rayfire. Things seem to be running normally now. Would that have affected it?
I Love the updates, probably one of the best kept secret’s about Rayfire Tool, is Mir’s dedication to keep up with the times and giving us a great tool to use.
Who would have thought Rayfire tool would go from a small script to what it is today. Everyone involved with Rayfire Tool should be commended for their hard work and dedication to the project!
:applause:
Some Glue R&D - a few passes on wood framework destruction :twisted:. Last studies use PFlow for splinters detail (could edit/change splinters a lot more). Demolition Groups on, used the Continuous frag type [may create gaps] and basic textures.
EDIT: Flash video above. Thank you guys! The small splinters are particles, attached to the fragments after RF is done with the demolision sim, I turn PFlow back on and use a group of pre-fractured splinter objects, like 5 in a group for just PFlow, and then lock some particles onto the fragments RF made, then I Spawn a trail, and gave the trailing particles the splinters with motion, gravity and bounce.
Here’s a ver 4 max 2008 file if you want to look it over 
I loved the one with the splinters at the end! Glue is so awesome with this wooden demolitions, that’s what it does best 
That’s just awesome. Is that a PFlow instance creating your tiny splinters at the end? Did you just set one of those wall panels or piece of wood frame as an emitter as it falls? Any chance of posting the .max file to stop my machine gun full of questions??

