RayFire Tool


#1601

oh and why when I’m fracturing objects do bits of the mesh disappear?..
apart from all that… its great WHEN it works!


#1602

one last one…i sim my box exploding apart then group it as : exploding box 01
When i want to bring it in to another scene and rescale it i get these huge blue bounding boxes protruding from my mesh making it unusable and often crashes my software how can rescale my exploding group and safley bring it in to another scene?

…thats all for now i promise!..


#1603

Debneyink, rayfire can be a bit touchy from time to time but all in all there’s nothing like it.

  1. small is better is what I find.
    2.and 3…are baking your animation as you go. I just rebake my scene till it looks good then save.
    Are you running max 64bit,do you have the latest nvida phyx drivers, and your videocard drivers also. What max are you running, I know that max 2011 does not recomend XP64.
    Also XP64 and the new phyx drivers I read on a fourm that some people were having issues.

don’t get me wrong I have a lot problems with sims too, and I would not recomend moving sims from one scene to another, buld a scene, sim, render. I find that works best for me.

good luck.


#1604

i got a nividia quadro fx4800 running in my mac pro running bootcamp win xp 64 bit with 16gig of ram, running max 2010
its sweet enough for the job i think.

yeah it is a great plugin no doubt there, just having issues with it that I wish I wasnt…


#1605

thing is my scene is containing multiple sims and simply doing it all in the scene isn’t working and I’m also finding that i’m needing to scale things differently… things that have already been built and layed out in the scene (the size and scale of which was based on a successful ray-fire sim!) but now the scene size is no longer valid for my NEW rayfire sims…
so i DO need to merge different simed groups into the scene, but am getting these huge blue physx outlines on my objects (only when i select them) which is making it impossible to use the scene quickly and efficiently?

all very frustatring as you can tell… select point and click works great on a box or a teapot…in a tutorial…


#1606

HI, on the mirvadim website, it says, and i quote, “RayFire Tool 1.5 and 1.46 are free for customers of older versions.” yeah, i have max 9 (not 2009, i think) and i cant find the free full version for it. Its frustrating working with this demo knowing i have the opportunity to unlock the full potential of this wonderful plugin. i use the 1.46 for 32 bit.


#1607

He actually means people, who bought previous rayfire versions :slight_smile:


#1608

Have you contacted Mir yet? that’s how you get the update, by contacting directly and then he’ll point you to the link where to download it from.

cheers


#1609

anybody know how I can get an object (a extruded 4 lettered text ) slowly rising up and crashing through a thin box (ice sheet)…breaking only the area around it…like it would if it was real…

issues I’m having are:

  1. the words come crashing up but the whole sheets breaks apart not just the area around the mesh and all goes flying off. I just want a hole in the middle of my sheet
  2. I animate the word to come up but when i run it through physx it just goes flyin off in another direction even though its steel.
  3. how do i get the fracture to just detail around the impact area and not break apart the whole sheet?
  4. my life is too short…

#1610

So you basically don’t want to learn anything, or even look for the answer for yourself because your life is short?

Anyway, there are a few tuts around, and searching the help file may help you.

Basically you want to prefracture the ice sheet, and have them as inactive until the text triggers them.


#1611

Not at all! I love to learn (and love to teach for that matter) but as you can see from my previous posts last week, I’m getting no-where with rayfire and am in need of some quick advice, as i got a deadline looming…done every teapot tut under the sun for rayfire, am just having real problems with using it on an ACTUAL project…plus it keep crashing my machine as well…

http://www.lightparade.tv/index.php/chris-debney-motion


#1612

You still can’t do breaking of a part of an object with Rayfire - you’ll have to prefragment. Cut out the piece that needs to break, and put that into RF.


#1613

ok great thanks…

so method would be to

frag my thin box then pick out the parts that I want the animated rock to go through and prefrag them to suit. then run the sim.

is it possible so the parts don’t begin to reacte to the gravity until i hit them with my rock or do i just have to delete the keys? because what I’m finding myself having to do it place my fragged(inactive) sheet on a tube(which is an unyielding object) then animate the ball(impact object) flying up the tube till it hits the fragged sheet. but by the time its hit it some of the frags are falling down the hole. this is because obviously my ball isnt flat some some fragged pieces are hit first. or am i best just starting the sim at the exact moment the ball hits then delete keys for each and every frag as it hits in turn…

Lastly:
Some kind of operation that tells an object to fracture and break only in the area that its hit and give a range or indicator to the size of the damage and one perhaps on the object thats doing the hitting could be good for future…
the development of this plugin has been fantastic to watch I might add… and i look forward to getting to know it properly!..


#1614

http://velevfx.com/2010/01/17/rayfire-fragmentation-and-dynamics-for-production-pt-1-the-activation-workflows/


#1615

that’s what I’m talking about! good stuff…


#1616

Hi!

i have a simple PhysX simulation where fragmented cylinders are pushed down by box /Red in picture). Cylinders top part isnt affected by the simulation, hopefully the attached picture will explain it better :slight_smile:

Any idea how to fix it?

Unfortunately i was unable to attach the scene file - it was too big :), but all the cylinder parts were listed in the Inactive objects list and the box in the Impact objects and in the PhysX simulation properties rollout, Affect on on inactive object was on, Deactivate animated was on and Activate by geometry was on - all other are off

Env: Win 7 64 bit, Max 2011 64 bit, RayFire 1.5, PhysX 64 bit 2.01.1222.0945

ty!

-Kimmo


#1617

Add your box to the physx simulation proprties and I guess make sure all fragments are added to sim…simple should work.

oh ya and make sure your unyeilding is always like steel and you stuff you want to distruct is lighter then that…

ok better than that mate…here is a scene file…HERE…(24 MB)…Max2011/64
I made this scene for ya real qick…no detail in the fragments did not want to wait for sim. I did pre frag the cylinder a tad before breaking up…look here to see video.


#1618

Hi! Mir Vadim. I worked with demo version, and watched you tutorial’s. But I have some question’s about you script. On one’s images I saw interesting effect’s, just look like as deforming a metal when under a surface explode a powerful bomb. HOW IT’S DO? :sad:

P/S: thank you for your answer.


#1619

I don’t understand how to make moving object break in pieces when it collides with unyielding object in RayFire 1.5005 and Physix?

I make a ground unyielding object. Then animate airbus that falling on back side int the ground.So I need when the wing collide with ground it break on pieces.I add wing in impact object , fragmented it, check deactivate animated impact Object and activate by geometry(in my case its ground).
But when wing collide with ground it seems like activated and move with old animation forward .
So what is wrong?


#1620

Hi havok3DZ! You asked about this, because you working on FX video with 3D model of A380(airbus)?
Answer on your qustion, on official web site of MirVadim, watching video tutorial’s.