wow that looks really impressive! Fracture is coming along nicely! :drool:
What are you using as a solver? Bullet? Maya’s rigid bodies? Ncloth?
Do you have an estimated release date and price?
Keep us updated!
Alex
wow that looks really impressive! Fracture is coming along nicely! :drool:
What are you using as a solver? Bullet? Maya’s rigid bodies? Ncloth?
Do you have an estimated release date and price?
Keep us updated!
Alex
What are you using as a solver? Bullet? Maya’s rigid bodies? Ncloth?
We wrote our own, proprietary solver, specifically geared towards destruction simulations.
Do you have an estimated release date and price?
Not yet…
very nice! Is there a beta testing phase? How does one jump in? If at all possible.
Thanks for the quick response.
Alex
I’d like to know if there was a way to control my shattering with an object? A sphere or maybe a cube. I know this could be scripted but I forget the appropriate “if”, “else” statement. I created this sim using davegreenwoods script. And utilized “physx” to create the rigid bodies.
The UI is pretty neat and I find it stable. I am happy with the result, but I had to key segments of the ground to be active once my sphere object travels through it. Could anyone help or suggest an easier way to do this with code?
Thanks in advance.
I’d send my form to this site last month, but there is no reply.
That seems unlikely.
Did you provide all the details requested at:
http://www.fracture-fx.com/Fracture_testers
Aplying for fracture testing was quite easy for me, even though they were having some hosting problems, they just kept a very close looks to my problemss. Great plugin, great solver, great guys at fracture.
Same here, no problems with getting it setup.
I honestly can’t say enough good things about the Fracture plugin. I have been using it a lot lately, and there are many many great features which are incredible time savers. What’s great is that there really isn’t anything out there like it for Maya, a good part of the market to corner! 
I am also surprised at how stable it is. I have actually run into very few bugs at all. It’s incredibly solid for a plugin that is still in beta. It’s proven itself production worthy on many occasions, as I have used it for numerous shots on Heroes. I don’t know how I would have got the shots done, in the time I had to do them, without Fracture.
Can you tell I like it? Haha. So to the Fracture guys, keep up the great work and hurry up and release it so I can give you some money. Cheers! 
I am also surprised at how stable it is. I have actually run into very few bugs at all. It’s incredibly solid for a plugin that is still in beta. It’s proven itself production worthy on many occasions, as I have used it for numerous shots on Heroes. I don’t know how I would have got the shots done, in the time I had to do them, without Fracture.
Thanks for your kind words - they fuel us to work even harder
I use maya2009,bullet2.75plug-in,and dg_voroPy.py for “shetter”,
I created a ball,cut it ,set shetters as bullet active rigidbody.I want this ball collide TWICE with ground like your “shatter-example.mov”,when first collision occur some shatter stay together;and second collision all shatters separate.I can not do that.
I notice these words"now you are able to dynamically shatter objects based on their size and velocity. So if an object is smaller than a certain size, or moving slower than a certain speed, then it wont shatter."
How can I do that?
2.In essence,the above question is ask:‘HOW CAN I STICKY SHATTERS TOGERHER AS ONE PIECE,and it can still collision’?
I try to increase friction and damp and there had no effects.
Can somebody tell me?Thanks! :bowdown:
@ gejiang -
That example is a shatter script I was working on that doesn’t work on the voronoi method. I wrote a script that analyzes the rigid bodies in the scene and when they collide, it automatically runs the shatter procedure on it. There are custom attributes on the rigid bodies that store their shatter count so once they reach the limit, it wont shatter anymore.
Once a collision was detected, it would check the scale of the bounding box, and the velocity of the rigidbody, and if everything was acceptable, then it would execute the shatter procedure.
The trick is, behind the scenes it would do smart duplicating and keying of certain pieces visibility, so once the object “breaks” that mesh is keyed off and the broken parts are keyed on.
I haven’t posted the script here, but hopefully this gives you some ideas to implement your own.
thank you davegreenwood for voronoi and sphere for rbdtools this is magical and everyone on this thread for this to become possible… i have been trying to read the full thread from the start and my my this is brilliant stuff… i was playing around with these tools and thought it would be a great idea to recreate one of my favorite (Pirate’s of the Caribbean) shots… i had done this a few weeks back and was trying to figure how to create the blasting smoke look with the debris… any ideas and suggestions… more than welcome…
cheers
once again thank you guys for the sheer awesomeness…
:bounce:
Hello,Plz Help Me
I had pre shatter my model with voronoi script & Now want to show model shatter down With use of PhysX .
I want to destroy that model by collision of other active rigid obj but problem is i want to destroy @ frame 240.So how can i start my Fx @ that frame???
I tried with start frame=240 on nxRigidSolver but nothing works so give me help plzzzzzz Thnx.
@ ruchitfusion you can try one thing , simulate it at the start itself… bake the whole thing down into keyframe data and now when they are keyframes just move them along to whatever frame you desire them to be in this case frame 240… this has worked all the time for me… but has its limitations … hope this helps…
oK,thnx i will try that.And one more question
This is my Passive Ground Surface

but when active body fall on this …then all body stay @ top boundary & not going inside.I think something problem in convex & nonconvex.Tell me why this is going wrong???//
U can see Ball is not falling inside …They are just bouncing @ top
http://www.vimeo.com/9517538
http://www.vimeo.com/9517495
So,plz tell me wht to do for that obj which are having shape like container.???/
…
Problem Solve
just set to nonconvex & reverse the normal of face…
Hello,Sphere♥ can u plz update this one more time for maya 2009
physixUI Edit Post