RayFire Tool


#1261

When you added the box to the PhysX influence list, did you just add the same box that hits the wall, or did you do the duplicate+enlarge+parent, then use that parent object?

Hristo uses that method in his tutorial but I’ve never noticed a huge difference just making the object itself the PhysX infleunce, as opposed to using an enlarged version as sort of a “shell” to activate.

I gotta get back into Max, but I just bought a Steadicam the other day… so much to practice, so little life…

PS: Once your updated version is done, could you post the .max file for the original sim you posted? The Cylinder breaking one preferably. I learn so much from tearing apart other people’s projects, but it’s understandable some people are protective of their workflow or methods.


#1262

yeah it was the same box.

I think the way Hristo did it was with a completely pre-fragged wall, so the enlarged influence obj is needed to effect more objects in the surrounding areas. Wheres I Pre-fragged mine into really big chunks (like 5- 8 per column) so I get more area effected by the smaller influence obj then Interactive demo takes care of the rest - Like most things there’s a few ways to get very similar results.

I’ll post a stripped down file later in the week.

Chris


#1263

@ Chris - sweet examples. This works well. I will post an example of this soon.

@ ivanisavich - those script changes would be great; more “RF friendly”.

I also do this same method, but also link a spherical Wind Force on the animated Unyielding object, and have that also affect the object. When (new) RF bombs can demolish and break objects in a range, this might be easier.

The minor problem with this is, that we can see the fragments change the surface of the object in render, and if the camera is near it. A normal trick around this is to use the original model, then 1 frame before it breaks, hide the original & unhide the fragments that have keys.


#1264

em3 that is great you got it into unreal! I know this is off topic but did you have to link dummies to all the bits and export as .psk/.psa? Looks really cool! I need to try this plugin…


#1265

yes, basically I had to copy each piece and skin it back to itself as a bone then export as psk. Problem is, Unreal Ed doesn’t like any skeletal meshes over say 300ish bones so it has to come in in chunks. /off topic

:wink:


#1266

Mir, a “group fragments” check box would be handy in the fragmentation options. :slight_smile:

also I create what I thought was a RF friendly setup in this script but the whole thing kind of jumps when I simulate it. Can you run it and tell me why?


Box name:"Outer2" lengthsegs:1 widthsegs:2 heightsegs:2 length:8 width:512 height:256 mapcoords:on realWorldMapSize:off
Box name:"Dave2" lengthsegs:1 widthsegs:2 heightsegs:2 length:8 width:244 height:256 mapcoords:on realWorldMapSize:off
--Box name:"base" lengthsegs:1 widthsegs:2 heightsegs:2 length:2048 width:2048 height:-8 mapcoords:on realWorldMapSize:off
select $Dave2
rotate $(angleaxis 90 [0,0,1])
$.lengthsegs = 2
move $ [0,-126,0]
dave3=copy $Outer2 position: [0,-252,0]
dave3=copy $Outer2 position: [0,-504,0]
dave3=copy $Dave2 position: [0,-378,0]
dave3=copy $Outer03 name: "outer4" position: [-260,-252,0]
rotate $outer4(angleaxis 90 [0,0,1])
dave3=copy $outer4 name: "outer5" position: [260,-252,0]


#1267

Just run your script and simulated using PhysX.
Everything works fine.


#1268

Thanks Mir. Something got funky and I had to reboot. Should have done that first.

Here is something interesting that relates to an earlier question. When smashing through prefragmented geometry, if your impact object is bouncing off of the fragmented object, try slowing it down. This is working for me.


#1269

to ivanisavich and Mir,

Go! GO! GO!

This could be a completely NUTS combination! Building generator/Destroyer.

Matt


#1270

thats gonna be the ultimate pre-viz tool for catastropic movies :smiley: unfortunately a year too late for the 2012 guys but u never know when the next “we all gonna die…eventully-movie” comes out :slight_smile:

kind regards,
Anselm


#1271

General setup for a structural impact; max 2008 file.
Some work would be needed to hide the pre-fragment edges.


#1272

OH ya this could be sweet I agree mate…hey tyson dude put in a script that sets all the geo apart by whatever that would be a start…Go boys.

Thanks Rob …your the man…


#1273

ahhh. nice breakage Chris! Why does a clay + AO render of fractures look so damn fine?


#1274

A slightly different approach to the standard column destruction.
Column is prefragmented into roughly 10 or so pieces.
those pieces are then moved into the inactive object list.
the ground and box/wing are both put into the unyeilding list and interactive demolishion is turned on.
and the wing is also put into the physx activation list.
i do it this way because as the box activates the fragments the elasticity pushes all of them slightly together and you get the top piece to also fall instead of having to manually activate it using the shift+mouse trick.
many other settings can be changed, but I usually go the route of moving the fragments to the inactive list. just make sure to tick the Affect on inactive boxes or it wont work.
here’s a file to look at that i made sure not to sim so you can see it before and then sim and see outcome.

(max 2009)
http://rapidshare.com/files/284197443/columnBreak_03.max.html

sorry all i got is rapidshare.


#1275

Thanks for the file jason…really cool of ya mate.

I took tyson’s building generator and tried to do something with it…haha…just playing…

[font=Arial][font=Verdana]http://www.3dglove.com/09/BUILD_RF_2.avi[/font]

[/font]


#1276

@ tool2heal
Thanx for sharing. However, there are some things that need to be done before running the sim.

  • the column frags need to be in the Impact list
  • the box needs to be an “Deformable Unyielding”

Been strugling with this kind of effect the past few days. Eventually got it working. The key is to tick on “Deformable Unyielding”. To be found by: "Options -> Open Custom Properties Rollout -> … ". I am actually quite surprised this isn’t mentioned before. Even though people kept asking how this kind of effect was achieved.
Anyway, got it working! :buttrock:

@ jimmy4d
Nice! Been busy with this combination to (building creator/demolisher :D). But strange things happened… Therefore no preview available :stuck_out_tongue:
Wil blow up a building soon though.


#1277

updated script for a basic RF friendly structure (for test)


Box name:"Outer01" length:16 width:512 height:256 pos:[0,256,0]
Box name:"Outer02" length:16 width:512 height:256 pos:[0,-256,0]
Box name:"InnerMid01" length:4 width:254 height:120 pos:[-129,0,0]
Box name:"InnerMid02" length:4 width:254 height:120 pos:[129,0,0]
Box name:"InnerMidLong01" length:496 width:4 height:120 pos:[0,0,0]
Box name:"Floor01" length:496 width:512 height:8 pos:[0,0,120]
Box name:"Outer03" length:528 width:16 height:256 pos:[264,0,0]
Box name:"Outer04" length:528 width:16 height:256 pos:[-264,0,0]
Box name:"InnerMid01_Upper" length:4 width:254 height:120 pos:[-129,0,128]
Box name:"InnerMid02_Upper" length:4 width:254 height:120 pos:[129,0,128]
Box name:"InnerMidLong01_Upper" length:496 width:4 height:120 pos:[0,0,128]
Box name:"Floor01__Upper" length:496 width:512 height:8 pos:[0,0,248]
Box name:"Base" length:2048 width:2048 height:-8 pos:[0,0,0]


#1278

General setup for a localized impact or blast. max 2008 file.
Increase Depth level for additional debris, and this also prevents the dreaded “bounce back”.
With more objects and keyframes, multiple impacts/blasts can occur.
By animating the object where you want the impact, it can localize it. :twisted:


#1279

Robert…sweet man thanks…downloading…playwith and post later…

“Increase Depth level for additional debris”…thats what I’m doing wrong.

more testing.from jasons file…http://www.3dglove.com/09/piller2.avi


#1280

No problem. You can also set which chunks you want to break more, with custom settings per chunk, or select a few chunks and lower the Material solidity. Some times objects may have to be moved, or their keyframes, if the speed of the Impact projectile changes, or the wall gets thicker or changes material.

@ em3 - cool script too!