awesome PexElroy! Did you do the warping @ 0:33 in your editing program?
Which brings me to a question about deforming meshes. Can Rayfire deform (twist and bend) like a piece of metal (one solid mesh)?
awesome PexElroy! Did you do the warping @ 0:33 in your editing program?
Which brings me to a question about deforming meshes. Can Rayfire deform (twist and bend) like a piece of metal (one solid mesh)?
hey guys… i m facing a rift related problem in my shot… even if tick the fill rifts option then also filled rifts are not showing… hope you guys could help me out… i’ve checked almost all possible options i could… but still it wouldn’t help… thanks

Thanks guys 
@ em3 - the pass with a sonic wave was time scaled in comp, with a slight ripple distortion. That blast was done using the RF Bomb and Shock Wave.
aww… okay… so now I’ve to do everything again manually … :rolleyes: thanks for your reply 
Sometimes when my pc is simulating, it looks like Max has crashed, but after a (few) Alt-Escapes I manage to bring up the Rayfire-progressbar and see that it is still busy.
So is it possible to make a solid progress-bar (containing the time needed/elapsed for a sim)? Something like the renderprogress-bar that’s inside Max.
Winsows7, Max 2010 32b here.
well, yes, I think it is possible, not in upcoming 1.46. of course, but in next version for sure.
Getting ready to film the Helicopter scene. This is my initial run. Please ignore the horrid particles and weak animation. I think for this I will need to prefracture the Helicopter and then use glue to have it ripped apart when it gets hit. In this scene it gets hit by a ball (hidden)
Also for the rotar blades, can I anchor one end of the blades and have them slam into a something to simulate a real blade. Right now, the blades are still and I have something slamming into them. The rotation is animated in Unreal Engine.
yes thanks Mir. Had some problems with a quick splinter test (hung computer).
here is an update of the helicopter getting hit, still a WIP ofc.
Thanks, Mir.
I have two question. Physx works with meters,kg and Newtons, so if I use centimeters instead of meters, the mass of objects must be changed to x100? The gravity value of RF_Physx is a multiplier of internal value -9.8, isn`t there?
How can access to parameters of mass, elasticity ,etc of objects by maxscript? For automate this process.
Thanks!
You can access to parameters by activating Custom Object Properties and defining these properties by yourself, to assign properties you need use that code:
setuserProp n "rfuseprop" true
setuserProp n "rfmater" mater.selection
setuserProp n "rffrict" frict.value
setuserProp n "rfelast" elast.value
setuserProp n "rfmass" mass.value
setuserProp n "rfvolmass" false
setuserProp n "rffragtp" fragtp.selection
setuserProp n "rfiter" iter.value
setuserProp n "rfchaos" chaos.value
setuserProp n "rfdetal" detal.value
setuserProp n "rfnoise" noise.value
setuserProp n "rfsolid" solid.value
setuserProp n "rfdepth" depth.value
setuserProp n "rfdeform" false
setuserProp n "rfdeact" false
In this way you can assign mass, friction and elasticity and other parameters, like fragmentation type, solidity, etc.
looking good em3…![]()
here are some new test I did…I will start working on the glue option.I need it I think.
http://www.3dglove.com/09/RF/playblast_RFavi.avi
[font=Arial]http://www.3dglove.com/09/RF/wall_piller.avi
[/font]
Thanks mate…yeah the sim time was crazy…would be nice to stop sim take a look if you like then keep and take up were you left off, if not you could adjust then resim…(sorta like FFX.) right now if I’m baking my sim and stop it’s gone.
Actually you can start Bake simulation, hit Pause, play animation to see it in real time, set timeslider to frame where you paused simulation and then uncheck Pause to continue simulation.
There’s your answer James, great stuff.
Mir, congrats on an awesome plugin the stuff it can do is amazing.