PexElroy…sweet …nice work man, 
RayFire Tool
Hey all…I have a plane made of separate geometry pieces grouped together and when I run the simulation, all the pieces fall apart. I went on Vadim’s site, watched the grouping tut, and still nothing. I can provide the scene if necessary, but I have an underlying question first; how do I simulate the plane going through my inactive object (in this case a single box-modeled control tower) instead of just smashing it and then stopping on its path; OR being able to animate it moving through the tower while destroying it while geometry collides. Is it possible to have a piece of geometry move on a spline using the animation path constraint and still continue on the path if it interacts with something in the middle?
dakotadk810:
Rayfire doesn’t play nice with planes so I’m going to assume you meant an aeroplane?
If so, then you need to run the sim with an incredibly simple plane model that keeps the dimensions of your high poly plane.
The simulation with low poly geometry will run fast, then at render time substitute low with high poly models.
As for the plane breaking up on impact Rayfire might not be the best tool for that… I’m sure pflow and box 2 would be a godsend in this situation, check out Anselms box2 training DVD.
As for animating if I need precise control I’ll keyframe my geometry (low poly plane), then set it to UNYIELDING. then put your control tower in ACTIVE (inactive will probably work as well)
Make sure your simulation steps are high enough so that the plane moves smoothly through the control tower and doesn’t just jitter through and make an exploding mess. If the sim steps are high enough it should push through nicely.
Hope this helps. The plane breaking up seems like the trickiest part. Rayfire can handle the control tower no prob.
Thall, thanks so much for a fast response! I didn’t word my original post correctly; I have an airplane crashing into a control tower, and it’s been grouped. When I run the sim, the plane begins to fall to the ground on the beginning keyframe, as if it wasn’t grouped at all, while simultaneously not continuing on it’s animated trajectory. That’s the current problem I’m having…if you post your email I’ll email you my scene (Max 2010).
latest physx plugin doesn’t support grouped objects, that is why pieces fall apart.
In this case the best way will be to do like ThallDesign said, create proxy geometry for plane, link group with hipoly plane to this proxy, add proxy in Unyielding list and tower in Impact object. To prevent tower from falling before impact you may need to deactivate them and activate using the same plane proxy geometry.
Hi all!
Just a small “Off topic” question:
I´m in the process to buy a new graphicscard, would it be an advantage ,from a Rayfire point of view, to get an nvidia card over an ATI card? Or it doesn´t matter?
Take care!
I’d spend as little as possible on the video card and focus more on your Processor and Ram.
As far as I know Rayfire is software only, so an ATI card won’t be worse than a comparable Nvidia card. I’d wait around and see what Mir has to say about it though.
As far as a video card goes you should go with what autodesk 3dsmax says. Rafire is only one of many plugs for max, and max is what drives all of this…IMO.
http://forums.cgsociety.org/showthread.php?t=870815
Whadaya know?!
I take my words back on the embedded quicktime 
I’m new to RayFire and try to make an simulation with a falling wine glass.
When simulating with a time scale of 1, all looks prety good. But when I scale down the time, to get a slow motion simulation, the impact seems to loose energy.
I wonder, how to keep the impact energy with a time scale of 1 and getting a slow motion animation?
haha good one mate…
Ralle…I would use my comp program to do the slow mo thing…rayfire timescale does a great job of adding detail to an animation…BUT… I would not rely on it to do slow mo…IMO…
Also - Rayfire produces keyframes at the end, that you can slow down easily with the dope sheet or curve editor.
Thanks for your suggestions.
I’m wondering what the time scale actually do? For me it looks like, it scales the scene. With a time scale of .25 my scene seems to be huge in the simulation. It’s a nice effect, just the wording “time scale” is confusing me 
Hristo, I realy like the work of Pixomondo ![]()
We are about to purchase Rayfire, at last.
Was wondering what kind of license it comes with, is it floating or machine based?
Cheers