Update to 2.71.2, see graphicall links [Dropbox, 14-08-2014]
Changes since last build: (new features are in bold)
commit 1bec8ebf5cade44dc2f22155ca4bbe84c819e1fb
Date: Wed Aug 13 09:37:24 2014 +0200
fix for inner vertexgroup, it worked on 1 shard only because it was always deleted and recreated for each shard, instead of sharing it (split shard to islands needs an inner material still)
commit 5c7774e1662f4d0d4082578df3f2dd80238b7745
Date: Wed Jul 30 11:05:32 2014 +0200
memory leak reduction, there still is a smaller one in readfile.c somewhere, sigh...
commit c605ce3974e73a47f7593b859f6757ed0f5f0147
Date: Tue Jul 29 19:51:18 2014 +0200
fix for crash at changing mass when not at frame 1
commit 924fbed8bce2663f64f4b31aecc3310358196c6f
Date: Mon Jul 28 16:50:44 2014 +0200
delete constraints always now before deleting meshislands, may crash otherwise
commit 10b03edbc13ee50ab3197394912431da7bb1442d
Date: Sun Jul 27 20:28:45 2014 +0200
allow convert to object for modifier on non mesh objects too
commit 6accd5ec1d9547f6b6bdf89f519a4f30fd23e1a3
Date: Sun Jul 27 17:27:00 2014 +0200
typo: used SURF instead of SURFACE, prevented panels showing up correctly
commit 870c06a9f54563549a8174fef67deb451aaf35cf
Date: Sun Jul 27 17:21:21 2014 +0200
<b>added possibility to fracture text directly</b>
commit 765d2addc2aa547ddb4068d52d1fa3618397d7eb
Date: Sun Jul 27 12:36:52 2014 +0200
fix for editmode selection bug, <b>added new option "auto execute" -> enable for editing, disable for simulation</b>
commit 7d6f7b161bb1650da3c2472e5ebd9ee293ee2db8
Date: Sat Jul 26 18:47:30 2014 +0200
crash fix for pressing "use constraints" prior to execute fracture
commit 9a4ab59f3353e22e25ca9233a298c9e0e270406a
Date: Sat Jul 26 13:33:01 2014 +0200
another fix for the update bug, this time it really should work...
commit 7e3190a51f7d6f6d2eeb1034a6f16d646a66724a
Date: Sat Jul 26 11:57:23 2014 +0200
added support for inner vertex group... WARNING: this is still UNSTABLE
Hello,
for quite some time i am working at a fracture modifier in blender.
It is intended to be a better version of cell fracture which avoids to create many, many separate objects as result.
This is bad because it clutters the outliner and makes blender slower this way.
And its harder to handle and manipulate so many objects at once.
Another advantage is, all fracture operations act as modifier, and are non-destructive.
This means the original object and geometry remains untouched.
You can find further info and the links to the graphicall builds and source code here:
http://wiki.blender.org/index.php/User:Scorpion81/Fracture_Documentation
Note: this is a documentation draft only, images will follow later.
I would be happy to get some user feedback from you
This greatly helps me to improve the modifier and finding and fixing the bugs.
Edit: test video from bashi
https://vimeo.com/101650333
scorpion81