renamed "crackme" to "fractureme", since there were more suggestions for name change and the original name was actually my bad knowledge of english and a temporary one.
for those who have FTP problems, new download of the scripts is as attachment in this thread:
also all video samples are now on youtube, 2 volumic tests here:
-the file is now here:http://plant.ffa.vutbr.cz/~novak/dwnflz/crackme/crackme3d01.blend
-First volumic splitting!
-Uses blender booleans, so it can get only as good as the booleans, which isn't always perfect.
-several shape and roughness settings for volumic splitting
-iterable and re-runable on subshards - if you want finer shards, just select those which you want to split more and re-run the script.
-2d image analysis and meshing much faster , also faster generated cracks, but somehow also buggier.If it freezes, just try again. this is the crackler01 in the file.
to use this one, just open the file, run the script crackler3d, and then run the engine. I hope I'll finally have some time soon to make a tutorial.some nice tests:
Image based cracks!!!Don't go over 1024x and use thin cracks for painting, see in file.projectile based shard releasing(if you want also chain reactions, copy bricks from active shard to all your shards)
better meshing again, It's quite hard to mess things up with that now
to use, open the file, hit alt-p on script, after it finishes, run engine. There is more stuff in hidden layers, bomb and pendulum, both can be used to crush stuff.
Much better shard meshes, although the normals are somethimes still bad, but it polygonizes in most cases also very complicated parts with inner half-cracks. Some shards don't get filled, probably problem with not removing very small edges in the network.
Projectile based release of shards during simulation, still not good looking.
also, some initial comments at the properties.
just switched off ipo recording, was a mistake which caused huge speed drop down and growth in memory usage. Default collision shape set to convex hull.
hello, these are 2 scripts for making natural looking destroyable/destroyed environments faster.
The inspiration for these comes from some maya tools, although I wanna get these even more advanced through time!
all the files and sample images and video results are in this folder:
direct link to scripts:
I'm especially proud of crackme - a script for crashing solid flat meshes into pieces. You can simulate various materials, from glass to walls, with different crack specifications. You can grow the cracks with a growable crackmesh, and you have a game-egnine simulation pre-set right for explosion simulation. There's very few help sofar, it's right in the corresponding files. The script doesn't do everything for you , but it makes simulation setup much faster and easier.
Heaper is a simple set of 2 scripts to set up huge heaps faster & better. just run the engine to see how it works. If you'd like to set up your own heaps, read help.
Enjoy, post comments, but don't ask for help nor report bugs, since it's all WIP, especially crackme(real volumic breaking planned, but in far future, too much brain use for meh and have to finish my f..... thesis about VR)