RayFire Tool


#1221

that is awesome!!! i was looking in a similar setup for the DVD lately. like a building that gets blown away by a nuke explosion:

http://www.youtube.com/watch?v=8cLhOge2PcU&feature=fvw

http://www.youtube.com/watch?v=RqyBzXYZPoM&feature=related


#1222

Robert…thats sweet mate…really awesome…and thanks a bunch for posting the max file…I can’t wait to take a look at your setup…well done man.


#1223

Nice one Robert. :slight_smile:
I think you will be especially happy to know that atm I am working on new fragmentation type and guess what kind of fragments it creates?
That is right, Wood Splinter fragmentation type. :slight_smile:
http://mirvadim.com/videos/prev/RayFire146_605WoodSplinters.avi
Unfortuantelly it creates a lot of concave fragments and animation looks like an explosion, but I think with Box2 and Thinking Particles these fragments will work great. :slight_smile:
Another few new features in upcoming build is ability to deactivate Animated impact objects, so they will behave like Unyielding until you will activate them.
Demolition by bomb’s explosion.
And new Key reduce function which is more then 200 times faster then original max’s key reduce function. It removes unuseful keys for 2000 objects with 150 frames animation in 8 seconds, thanks to this scene’s size becomes 2 times less.


#1224

Thanks Mir, Psycho & Jimmy – awesome new features! Can’t wait to use these new tools :cool:

Also, not sure if there is a way to time warp PFlow particles, so they match the time warp slow motion of a RF demolition, so they both appear in synch.


#1225

PFlow operators are VERY high on my list btw :wink:


#1226

That is just F-----G Cool!


#1227

Extremely cool experiences on the horizon! :slight_smile: And yeah, how cool it would be to timewarp pflow…


#1228

Timewarping pflow is easy with krakatoa. :smiley: The prt loader has a playback graph (like pc modifier) – so you cache our your particles, retime the prt loader – bring back into pflow and put a shape on them.


#1229

hopefully someone can help me out here. I have a building that I am trying to collapse realistically.

I fractured the center thinking that when that went, the top of the building would collide with the bottom fracturing both, and then fall over shattering when it hit the ground.

I frac’d and group’d all the platforms.

When I just run from here the whole building explodes. I think this is because rayfire does not like when geometry is surrounded by geometry.

My question is, what should my workflow be to accomplish the building collapsing normally? Thanks.


#1230

this is probably quite off topic but anyone has any news on physix for max64?


#1231

Same as the last year – nvidia will have it out in a few more months …? :smiley:


#1232

@ em3 - Take a look at the max 2008 file when ready. I re-modeled your tower from eye, and did this rough pass. For RF to work best, be sure to not have intersecting objects or faces, and build complex objects from smaller ones to form them (like the pyramids are stone blocks). Use the Snap To vertices tool to align objects neatly for PhysX.

You want a good storyboard too, that characterizes what should happen, plan it and pick if you want an impact, blast, crumble or a mix. Depending on the chaos we may have to model the objects clean and consider how they may fragment auto or pre-fragment. This is 5800 units high, matched your scale. :slight_smile:


#1233

PexElroy, huge thanks to you man. I was totally setting up geometry incorrectly. I will rework the model and post my results. Thanks again!!

edit: agreed on the boards. I know what I want to have happen in my head, why can’t everyone else see that!! :stuck_out_tongue:


#1234

Hey when I add a RF_Bomb, I don’t get any options for it. Have you seen this?


#1235

Got the building collapse working but in need of refinement for sure. But the way I was building the geometry was def. the problem. EEUUUGGEE thanks PexElroy.

Put a test wmv on my site to some musix. Hope no one minds. :slight_smile:

Boom Boom - UnrealED 20meg


#1236

Looking good em3 :slight_smile: Thanks for sharing; glad it helped.


#1237

em3…haha.great stuff, looking sweet.

hey… how do I make a biped interact with rf. if I use a mocap file. I tried just linking a sphere to his foot to see but that doesnt work nor does grouping. does he need to be skinned first. any help with this…also the ragdall max script crahes with rf too.

http://www.3dglove.com/09/_scene.avi


#1238

Problem is that PhysX treat linked sphere as static object since it has not animation, so, for phsx that sphere stay on it’s position whole time. You can check it falling something on sphere’s place at the simulation start.
To avoid that you need to create at least one key transformation key for sphere, so PhysX will treat it as kinematic.
Also you can define sphere as deformable but in this case simulation will take much more time.


#1239

Hey all, posted this vid on my youtube page.

YouTube

cheers


#1240

Nice test :wink: There are few things that can be improved though. You do have some internal structure, but the problem is that the inside of the building is hollow. That is very hard to do construction-wise, and even if you do, you’ll need thick outer walls, that’s why yours doesn’t look convincing. You should either create a girder system inside, or a neat construction system from the outside, if you want it to be hollow. And, less importantly, you have some pieces that remain hovering in the air :wink: