Just got a chance to watch your tuts, great work! I have to abmit you were adding so many features I was starting to get a little lost. Thanks for the tutorials.
The create>custom is A+ 
Great to see this script evolve into a super tool!
Just got a chance to watch your tuts, great work! I have to abmit you were adding so many features I was starting to get a little lost. Thanks for the tutorials.
The create>custom is A+ 
Great to see this script evolve into a super tool!
Hi and Thanks all. Your support really helps me.
Today I share new RayXplosion tool. I add ability to define simulation geometry before simulation, fix bugs and make it more stable. Actually the same fixes as in new RayFire.
Here link to old video tutorial
http://rapidshare.com/files/20790818/RayXplosionBombTutor.rar.html
And script
very nice indeed! glad there“s an update to such a great tool like RayXplosion, really time saving! if you like i host it for you further on 
kind regards
anselm
Thanks and of course it will be great if you host RayXplosion tool. In future, you can host my scripts without asking me. Thanks again.
so cool!
love rayxplosion so im downloading right now
thanks so much for this⦠and you even made a tutorial⦠unbelievable!
Hi, Here new RayFire update. v.1.15
In this version I as always fixed bugs.
Removed old stupid constraint - now you can use any geometry object as gun, not just 2*2 plane, RayFire will shoot from pivot point in z axis direction.
Added Bake Transform checkbox for displace feature - this mean that now you can use displace feature on deformable objects.
Made all spinners in options (except holes and subdivide level spinner) interactive, now if you want change any parameters for any created stuff just change them in RayFire instead of delete created stuff, change parameters and create them again.
I added Information section with progress bar which will help you to understand what exact happening.
Also I placed RayFire at Scriptspot.com
http://scriptspot.com/3ds-max/rayfire-tool
Well, thats all. I hope You like it.
impressive update!
the gun thing is nice indeed. but you gotta LOVE the progress bar/ information section.
turning our to be a MUST HAVE tool for max vfx artists!!!
kind regards
anselm
well, what can i say? IMPRESSIVE, this tool is getting pro man, and itās great
this is one of the best updates youāve done so far
i canāt believe the results iām getting with thisā¦!
maybe one of the greatest tool i ve seen so far.i have just one little problem:
when i hit on instant action, the button turn into āactiveā and nothing happen when i re click on it to make it inactive, my mouse is stuck into tracking mode.
Push right mouse button to abort instant action.
In v 1.15 I added information section, you can read this help there.
i plan on a serious shot using rayfire for my vfx reel! i strated to biuld up the scene and tracking the footage today
hopefully i can show some more in detail within the next daysā¦
mir U rock hard!
kind regards
anselm
Cool. I already add instant action feature for deformable object, now you can create all chosen stuffs and custom objects on deformable objects. RayFire will automatically attach them to surface. Tell me if you need this feature before I share new update.
that“s really kind from you 
what i plan to do is a simple chase where a minigun tries to get a characterā¦so for what RayFire is able to do itĀ“s a real simple setup
just a lot of demolition
but i“m really looking foreward to this feature! means you can now aim on literally everything that moves including animals and humans
paintball-massacre 
kind regards
anselm
Hi, today I added displace support for instant action feature, now You can create displaces by hand and RayFire automatically subdivide closest faces and bind displaces to impact object. Also now RayFire remember all stuff created in last Instant Action session. This mean that now you can quickly delete them or change their proprties.
I try to share new update at this week (maybe even with video tutorial about all last features).
Hi, I test a little new update and it works fine.
As I said earlier in this update (v.1.16) I add instant action feature for deformable object, now you can create all chosen stuffs and custom objects on deformable objects. RayFire will automatically attach them to surface. I add displace support for instant action feature, now You can create displaces by hand and RayFire automatically subdivide closest faces and bind displaces to impact object. Also now RayFire remember all stuff created in last Instant Action session. This mean that now you can quickly delete them or change their properties.
the instant action function is off the hook!!!
the interactivity the tool provides in this taken further state is just awesome. you can test your shot with a fairly low amount of everything and if itĀ“s going into the desired direction just increase everythingā¦a REAL timesaver indeed!
i must admit RayFire has a quite huge funcionality now. too much for a single evening to get
at least for me. maybe soemone will create tutorials with sound. i get most of the details maybe i“ll do. this deserves a single tutorial DVD in connection with RayExplosion 
a highly undervalued tool and artist!
mir you kick majour a§§ 
kind regards
anselm
Noooooo!!
Unbelivable⦠im seriously scared youāll start to charge for this
this is so cool you have no idea, and please people post some work done with this, i wanna watch!
Amazing Tool RayExplosion!!
I have just 2 questions about it:
1-What is used from basic reactor functions to create the bomb?
2-What do the 2 columns in Bomb section (Animate, Strenght, Rotation)?
Hi, loran.
The Bomb is totally my simple algorithm, it just create animation for Throw objects moving them in all directions from Bomb object. You can see what it does if check off ācreate animationā checkbox. RayXplosion takes all objects, find average distance from bomb object and move all objects at this distance, strenght spinner just multiply this distance. First animation spinner define how many frames they will move at this distance after explosion and second spinner define when reactor start create animation (4 and 2 means that object will move 4 frames after explosion and reactor start create animation after 2 frames after explosion - in the middle), rotation spinner just rotate object a little, it makes explosion more realistic.
Hope my explanation helps you.