Animate the planet approach without simulation, so you can have much shorter simulation times and you don’t have to deal with visible cracks in the beginning.
Never use a Speed Scale of 0 as it effectively deletes the velocities of all objects (because 0 * velocity = 0).
Use sane values, such as similar masses, similar subdivision numbers, to avoid inconsistent behavior.
@Scorpion: Wow, thank you very much for your help!!!
My idea was, that the shards are just go very very slow… so the viewer has the chance to realize the whole event on a very big screen (Planetarium). Performance is no problem for me, because I have a very fast machine. My problem was just, that I couldn’t achieve my intendend result.
The long distant of the planet is primary because of the off-speaker. He talks about ten seconds and the last words describe the collision. The second thing was, that i had to really slow down everything.
The cause of the rotation is the texture. It should look from the specific direction… but maybe its better to control this through the mapping ;-).
The cause for the hollow earth is, it should be filled with fluid. I already made my experiments with it. And it works quite well with transformed to a keyframed animation.
@ Kai: Thanks for the tips. This really clears it up. I didn’t knew that zero is deleting… I just thought that it would work more like a pause…
Why is number 8 disappearing slowly step by step and number 9 disappears as whole object. Because I like the effect on number 8 to have it on the scene of 9
Well in scene number 8 i use both spheres as triggers and at the same time they are animated / triggered. Means their shard can activate each other at impact and those shards will be switched from animated to simulated then. In number 9 i hand-animated the transition between animated and simulated earlier and used weak constraints to hold the incoming sphere a bit together, so it doesnt break apart too early.
I have added a number 10 and 11 here… which attempts to combine both. I couldnt decide which one is better, so i uploaded both
11 has the full flight path animated, simulation starts at frame 540, and framerate of the animation is 60fps.
10 has only a short path animated, simulation and animation start at 540, and framerate is 24fps.
Both have a timescale reduction from 1.0 to 0.05 over a couple of frames, so the scale is down right then when the incoming sphere is fully activated by trigger.
Edit: to have a seamless surface on the spheres, you optionally can set autohide distance under fracture utilities tab to 0.001.
Earlier I promised to give more attention to “Fracture Modifier” and it was’nt without proof.
I’ve written some articles in my community and spread them in Russian communities in vk.com.
Moreover I’ve made the report about “Fracture Modifier” at yearly conference CGevent in Moscow on 3 December, at holiday of 3d. There were many people interested in it and there were questions about development and terms of it’s including into the main build. http://www.cgevent.ru/?p=12870
@Tunkali:
Thanks! It’s no cloth, we were trying a different approach with Dynamic Paint and displacements to save the enormous amount of calculation time required by cloth, soft body or similar systems. It’s probably a thousand times less expensive this way.
Hi, all.
I have the following error when I trying to launch blender fracture modifier. But original blender has no this problem.
“./blender: error while loading shared libraries: libspnav.so.0: cannot open shared object file: No such file or directory”
I have Kubuntu 16.04.
I understand that it’s related to another library version, but why original blender start without error?
Hmm, seems the build was compiled with spacenav support… you could try to install the package “libspnav0” in ubuntu, which should contain this file. Official blender release does not package this lib, so its either not supported there or statically linked against it.
My builds are compiled with “WITH_INPUT_NDOF”, but this is a weak linked lib.
Means: if present, you can use any 3Dconnexion device, if not its just ignored.
Install the lib with apt simply.
I check if an issue occured on linkling …
EDIT: found it, on Linux its not weak loaded. so i must link static from now on.
I muddled this with OSX where we always have weak imports for NDOF.
Slipped through cause nearly all distros come with it it seems.
Either wait for the next build or just install it with: sudo apt-get install libspacenav ( perhaps a following 0 )
Yes, the original release is hosted there, but you can safely use these “latest” builds as they include some
fixes and optimizations not intrusive, but still are based on the 2.78a source.
Cause noone ever complained about spnav preventing blender_fm to start, i would be hesitant to fix the release
build right now. I more suspect its a missing in Kubuntu.
If you are security aware ( and everyone should nowadays ), check the hash after dl.