RayFire Tool


#1961

Jimmy is absolutely right! Zheng, you are getting the notorious “PhysX Explosion”. The engine tries to “repair” the scene and quickly separate the geometry. In order to avoid it you want to have non-intersecting geometry. Pretty much every RBD engine out there would complain about that, not just PhysX/MassFX. Another thing that is important with PhysX (unfortunately) si that you want to have preferably convex geoemtry. Concave geometry will be “shelled” with a convex hull for simulation as PhysX creates it’s own simulation geometry on the fly (the bounding boxes you see in the viewport from the physx modifier).

Hope that explains it a little. Sorry if you have to re-arrange some of your geo :frowning:

Anselm


#1962

You can avoid this to an extent by setting everything to Deactivate Static Impact Objects in the Physics page in the Simulation Properties rollout. And then set it to Activate by Force and/or Geometry. Then all the fragments will start in sleep mode and stay put until they’re woken up by either a trigger object or a force listed in the box in that rollout. Or other fragments hitting them.

Things will still fly apart when they get activated as they get pushed apart by their convex hulls, but hopefully by then the demolition will hide it.

The down side of this I’ve found is that objects stay inactive even if they are unsupported. So the top of a building may stay up suspended in space when all the supporting parts have fallen down. You can use trigger objects or bombs with small strength to nudge them into life.


#1963

Pulldownit solver can handle intersecting geometry without trouble, also concave meshes, you are not going to have these troubles using it.


#1964

but it’s animation looks always choppy…
they all have their flaws…PDI looks choppy and abrupt, TP looks like the object is melting, physx doesnt allow for concave particle instances and only 64k particles per flow, DMM has its learning curve…imo you don’t get around baking it out and fixing what went wrong in any case. They all look good if people noodled em enough!


#1965

is it possible to enhance the static and sleeping objects list with the “Highlight” option availiable from the Dynamic options list, i’m having a struggle with removing specific objects from the sleeper list atm.

PS. and i for one would like to set the endframe instead of timerange.


#1966

how would one go about with creating woodsplinters with the rayfire fragmenter modifier? i’m breaking up planks at the moment, and I just love the modifiers possibilities to show the fragmentation before simulation, and to be able to modify it, but my shards get very even in all axes, and i would like the pointyness and sharpness that woodsplinters have. :hmm:

EDIT: found that using a radial (if turned 90 degrees) actually can create very pointy stuff, i guess that’s what’s used in the interactive wood splinters demolition


#1967

I don’t know, rayfire does pertty good job of fragmenting splinters. I did these using the wood frag, just re-frag’d some twice. Not the best animation but the wood looks ok…http://bellscg.com/10/web/woodShed1/wood%20shed.html


#1968

my quicktime refused to play your file… something wrong with my installation probably, but yes, (using interactive demolision) the wood splinters frag type look awesome, my concern was with using the modifier directly (from the modifier stack) on the object without using the rayfire ui, but i figured out later that with using the radial fragmentation type and rotating it so it runs along the plank, you can get these long fragments, just like the “wood splinters” when using interactive demolision do. :thumbsup:


#1969

Here is a project using wood splinter fragmentation type by the amazing talent Yigit:

http://www.yeatvfx.com/works/wooden--bridge.html


#1970

Speaking of wood splinters, is anyone else having problems with the procutter wood splinters?

In the last version it fragmented over the local z-axis of the object. But in the newest version it seems like it only works over the Z axis in world space


#1971

I imported animation file from maya using fbx. I m using pointcache for animation. while using that animation object in simulation I m having some animation offset. My original animation file starts from -13 or + 13 frame and when I do simulation that animation gets offset by +13 or - 13 frame… If any one knows the solution and why this problem arise then let me know…

thankx in advance


#1972

Hi there. I’ve been having some problem with rebars as of late.
This is my scene. My goal was to have this box get fragmented apart while maintaining the edges intact, as if something were to punch a hole in the box essentially. I have already added the rebars and have animated a ball to hit it.

Problem is, when I go play simulate it this occurs. (It begins to fragment before the ball even goes to hit it.)

So the simple solution was to add my fragmented pieces to sleeping objects, however when I go to simulate it the fragments seem to forget about the rebars.

Is there any way I can get the rebars to work with sleeping objects? Or would I have to leave the fragments in impact and do something else?
Thanks for your time and help!


#1973

Would changing your start frame help stop undesired early movement?


#1974

Unfortunate that didn’t seem to help,


#1975

Still no news or timeframe for a Physx update for max 2012 ?


#1976

this is very good question !


#1977

Well guys, I am emailing Nvidia each week with the same question and each time get reply that new and fixed version will be released on next week. Still nothing.
I suggest you to write them the same question, maybe getting more requests they will release it quicker.


#1978

I just write this post to re subscribe to the topic. It got lost when I updated my email adress I think :slight_smile:


#1979

a lil off topic here, but anyway…

Darknon, you do know that you can subscribe to a thread WITHOUT posting right??


#1980

Nope. I would have done it if I knew how ofcourse.