shatter help


#381

I sent my NDA twice to Kevin, but have not recieved any response. I’m guessing you guys are really backed up. Anyway, it looks like a really cool plug in.


#382

Ditto, just letting you know you’re not the only one, good to know Im not either :slight_smile: Cant wait to test drive this thing!


#383

Some requests were lost when the server failed. I have no idea what happened, our former host has kept us in the dark. I am responding to some tester requests right now.


#384

You should be good to go now. Holler at me if you didn’t get our “Welcome” email.


#385

If you haven’t heard back send me a pm on here (or on my email that Kevin so graciously advertised to the world) with the email you used and I will run a search and let you know whether or not it exists in the records we were able to salvage.

I do not intend to overlook anybody and aim to be caught up with requests and signed NDA’s by this weekend.


#386

All good now thanks Ed.


#387

Oppps, wrong forum.

M


#388

just finished reading all 26 pages of this thread. Awesome work! It was nice to see and test all versions of the script all the way to the final one.

Thank you all who are taking the time to make this better and better!!

@Seth, its nice to see your work again man! You ever teach at gnomon again?

Alex


#389

Hey whats up Alex! Thanks, this is an awesome tool… Curious to see how the API version has come along… I’m currently teaching for Gnomon Online since i’m in SF working at EA. I think after this term though I’m gonna take a bit of a hiatus from teaching so I can have my weekends back :slight_smile:

How have you been doing? …Hows life after Gnomon been going? :smiley:


#390

Thats great man! Good to hear you are doing well. Life’s good man, working as a compositor/3d guy and mocap operator kind of a jack of all trades master of none haha but cant say its not fun.

Anyways good to talk to you again hope things are well in SF.

cheers

Alex


#391

Hey guys i finally had some time to install dynamica to simulate shattered geometry i got by using this thread’s voronoi shatter script. The script is working as expected but for some reason im having some simulation issues… Some geometry tends to stick to another as if they were interpenetrating before the sim starts… I have seen several tests posted in this forum and nothing similar to my issue has happened… To better explain my problem visit the link below to see a quick recording of all my process from shatter to simulation.

Video might not be ready for another hour or so until vimeo is done converting it.
http://www.vimeo.com/7467027

thanks!

Alex


#392

Scale all you debris to get a bigger gap, apply dynamica, rescale back your debris. Try that, it solved me some headarches. BTW, you should really try nCloth as a rbSolver, it works great, specially with voroni shattered objects. Here, take a look at a quick sim i did:

http://vimeo.com/7399969


#393

yeah, your results were what i was expecting. Notice i left the separation of the pieces at the default 0.005 but i will definitely try the scaling tip you are suggesting. The only problem with scaling and ncloth is that I have to combine all the pieces into one ncloth and then sim which means that if i scale, combine and the convert to ncloth i wont be able to scale it back since they would be now combined. Is this how you do it when using ncloth?

Alex


#394

If you use ncloth there’s no need for the separation trick. Just use 0.002 for separation, combine, delete history, convert to ncloth, ready to sim :slight_smile:


#395

I tried with ncloth as well and i have the same problems sometimes even worse. Using default 0.005, my guess is that if i go lower to 0.002 it will be worse… I’ll do a screen capture tonight of my process with ncloth… this way its easier for you guys to see if im doing something wrong.

thanks for the help

Alex


#396

dynamica is an EXCELLENT solver, VERY fast. realtime for me!

    one problem is that the - dynamica for maya - plugin is VERY sparse on the tools/rigging side. 
    
    also there is an issue with pieces that have a vertex transform away from the center. even if you center their pivots, this transform serves as the actual pivot for collisions. 
    
    i had to write custom scripts that basically reset the world transformation, find the center of actual GEOMETRY BOUNDING BOX, not just the pivot, offset the piece by subtracting the vector we just found from the current position... freeze transformations, and then move the piece back into original place in world space + that same offset vector derived from the earlier bounding box calculation.... this will give you a piece that is in the same place it was before, but its actual center of geometry is in the middle of its bounding box..
    
    also you must always keep the rigid bodies in world space, so i used dynamic constraints also via script. If a piece is active, i parentConstrain my render geometry to it,  if its not i parentConstrain the rigid body to my geometry. that way my actual higherarchy is untouched but i can get a usable simulation.
    
    also you must reset the pieces all to their original position/rotation when you rewind... again had to create a script for that too. 

the mass should also be probably set taking the bounding box scale into account. also sometimes placing a vector in the middle of bounding box wont give you accurate rotations, etc etc.

heh. BUT ITS WORTH THE HASSLE!

i believe you can download some mel scripts from the dynamica forums, they do some of the stuff im talking about here. Ill share mine once they are a little bit more polished.


#397

Yeah, no need for separation if you use RBDTools for Dynamica from the Bullet Forums; see the “how to” use them with davegreenwood’s Voronoi script.

RBDTools were used for these voronoi shatters (videos).


#398

The folks at Stargate Studios used Fracture on NBC’s chart-topping series Heroes.

You can watch the destruction sequence at the link below. Just scrub to minute 42 to see the collapsing building: http://www.nbc.com/heroes/video/episodes/#vid=1169720

The latest build of Fracture features split plane fracturing and massive speed improvements to our proprietary solver.

We are still looking for qualified beta-testers. For more info, please read here:
http://www.fracture-fx.com/Fracture_testers


#399

eh… you still need separation the RBD tools just use a local component transform, which doesnt really work very well on voronoi shattered pieces.


#400

Latest Fracture build now features split plane fracturing!

Demonstration video here:
http://www.vimeo.com/7903592

FYI:
The Fracture masterclass now has subtitles in a wide array of languages:
http://area.autodesk.com/masterclasses/class09_maya