shatter help


#201

Just went through the manual, and this blows my mind:

Maya Force Fields

Maya Force Fields can be set to affect DMM Objects. Select “DMM Asset >> Apply Maya Force to DMM Object” menu item to have the selected fields affect the selected DMM Objects. This is a powerful technique for making explosions or adding wind etc. to a simulation.
Fluid Effects can be combined in the same way with the DMM simulation.

it works with fluids? Bizarre. The manual even has a script to attach particles to the shattered objects. Nice.


#202

or mac :shrug:


#203

ditto - I was hoping the days of Windows-only plug-in releases was coming to a close. I guess it depends on your code but if Joe Alter can compile a Mac version of the Shave plug-in with no Mac to test it on, it can’t be out of the question.


#204

They are at least working on a mac version though.

The 64-bit version is available as a beta and we are currently working on a Maya for MacOS version and a 3dsMax version.


#205

^^^^ thats good to hear at least for us Mac users…now I just need to upgrade my old PPC to intel and boy does the exchange rate suck potatoes ATM. Im gunna stick it on my website anyway just cause it rocks.


#206

cool - didn’t see that there’s a Mac version in the works. Blast Code still isn’t updated and I am looking for a replacement for it for 2009 since I need something better than just breakable flat slabs. $400 seems reasonable.

Does DMM do debris? That’s one thing that is nice about BC. You can make splinters or shards without having to subdivide shatters.


#207

Agreed, i always wished they allowed breakable polys as well, it kinda sucked you had to model everything with nurbs. I also found Blastcode quite buggy at times and costly.


#208

yeah, the big thing for me is that you can shatter poly objects. I was jealous of rayfire for Max, I think they might be jealous of this plugin.

I’m fixing up my machine and and I can’t wait to boot this up!


#209

The mac version should be available this summer…

So glad the first feedbacks are so good! :slight_smile:

Oh and if you need a bit of help: there are a few tutorials in the support section of the Pixelux website (very basic, but gets you started).


#210

Just so you know, many of those links are broken. The tutorials in the forums work though:

http://www.pixelux.ch/component/option,com_wrapper/Itemid,62/


#211

Ouh thanks for the info! I’ll pass it on! :slight_smile:


#212

Szewei, do you work at Pixelux? Either way I am very impressed with this, and I showed it to some higher ups at my company and everyone was blown away.

One odd anomaly I ran across, all of my co-workers who installed the demo got it to install fine, but for some reason when I install it, I get all the menu options and what not, but the DMM shelf doesn’t show up? Not too big of a deal, just curious as to why that would happen.


#213

Yup… Working at Pixelux in Geneva, Switzerland. Another part of the company is located in San Francisco USA.

Thanks! It’s been lots of hard work and I’m sure everybody will be thrilled to know you guys like it! :slight_smile:

About the shelf, I have no idea why that happened… weird again! You can post your question onthe forum. Usually the guys answer pretty fast.


#214

So it sounds like there wont be any fixes for the cup problem, and the other stuff being talked about couple pages before???

Sucks, this is the only script I use since everything else is not on macs, or very costly, being a student. is hard


#215

Hello brjig, Im sure a solution will be found, but the problem lies in how Maya closes a poly border, not necessarily the script itself. It would need a clever workaround to fix this issue. I will work on the script some more, but im busy at the moment testing out DMM.


#216

oh no man
dont get me wrong, im not saying drop what your doing and fix this
im saying when u have time and found a better solution, then ya go for it.
I already appreciate all that you have done. and Thanks


#217

for the problem pieces … try to do the cutting using reverse order, instead of A-Z try Z-A, i`m almost sure that will fix the problem. This has to be a additional step after the initial cut is done.


#218

Hi all, this thread had sunk a bit while everyone has been playing with their new toys;)

Anyway, I've taken some inspiration (and a few lines of code:) ) from AtrusDni's script, and come up with this: [file](http://www.davegreenwood.com/downloads/dg_Voro_1.zip)

Have a play, dig through the script etc, and let me know what you think. It uses the brute force method similar to the earlier script or, if you have a lot of points to solve, I devised a method to reduce the searching process somewhat.

Here’s a timerX comparison of the two methods using 461 points:


   select -r pTorus1 ;
   select -add pTorus1_461_loc_GRP ;
   // Example 1: Simple timing
   //
   $startTime = `timerX`;
   // code that is being timed
   doCubeRadVoro;
   $totalTime = `timerX -startTime $startTime`;
   print ("Total Time: "+$totalTime+"
");
   Total Time: 1662.38
   
   select -r pTorus1 ;
   select -add pTorus1_461_loc_GRP ;
   // Example 1: Simple timing
   //
   $startTime = `timerX`;
   // code that is being timed
   doBasicVoro;
   $totalTime = `timerX -startTime $startTime`;
   print ("Total Time: "+$totalTime+"
");
   Total Time: 9546.19
   

A decent speed gain (although I hesitate to use the word speed). The difference with fewer points is less pronounced.

Cheers.
Dave.


#219

Hey
testing out the script, havent done alot of testing, it works, but it takes alot of time to create the locators and place them in random locations.

also it doesn’t seem to fix the cup problem as stated above.

the cool thing about your script is the UI, the slider to choose the crack space.


#220

ya, I think most of us like the use of particles with the script. Locators are kind of a clunky setup comparatively.