Good to hear, that are great news !
@scorpion81
I noticed that the boolean works correctly on a custom model, but the voroni does not, is it supposed to be that way?
For custom models, you need to use voronoi + boolean AND (important) make sure to eliminate all non manifolds before fracturing it.
Voronoi alone cant handle complex objects. Unfortunately the boolean operator is slow when using many objects / faces and fracturing pieces again with that method can be error prone, because it can create non manifolds. For instance, when i fracture a simple house
to around 1000 pieces, it takes around 3 to 4 minutes, if you do it in 2 steps, e.g 30 pieces and fracture each of the pieces to 30 sub pieces again, it takes around 1 minute, but can be erroneous. I tried to fix non manifolds generated by fracturing as good as i can (not commited yet) but sometimes i dont get them all.
Hi! First time post!
I really want to try the script but cant figure out how to do it.
I downloaded the script and placed it in blender2.63/content…/addons.
It shows up in the user preferences/ addons, but I cant activate it (screenshot).
I´m on mac 10.5 and i tried it with the 2.63/2.62/blender bullet
(someone in this thread linked to it). Is there something I´
missing? Do I need another build/which one?
I´ve also tried to set the permission (also discused in these thread).
Sry for this post;)
Hello!
Did you download the entire object_destruction folder from https://github.com/scorpion81/Blender-Destructability-Editor (e.g. via the ZIP button there) ? You either need to copy the entire folder or symlink it to addons or addons_contrib dir below scripts dir. Which error messages appear in the console ?
I just tried with the 2.63 release zip under linux and copying under addons dir, works. Sorry, i dont have macosx and cant test it there. Or did you compile blender yourself ? If yes, what revision did you use ?
Hope that helps.
scorpion81
Hi scorpion! thanks for your answer!
I just cant click on “enable”. There is no error message in the console.
(I use the release version.)
But: Today I tested your script at work on an mac 10.6 and everything is ok!
Unfortunatelly I cant really play with it at work;(
Is there anybody else with 10.5?
Is the knife tool still disabled? I get an error message when I try it, am I doing it wrong?
@jackblack
Yes, i will remove the knife option soon. AFAIK there is no way to control/set the cutting path from python, at least not via the knife tool operator, as it was possible in the earlier knife cut operator.
So how exactly does the dynamic destruction work?
For dynamic destruction:
1.Choose destruction method and pick a relative low part count (up to 30 will be ok, i use voronoi and a cube for testing)
2.Choose Dynamic
3.Setup Player
4.Select cube again
5.To Game Parenting
6.Select cube again
7.Optional: Move Lamp to both layer 1 and 2 to have the shards correctly illuminated
8.Hit Start Game Engine button (dont start via P key, because additional steps before and after bge start need to be done)
9.Then shoot the cube
10. You also can hit the shards again
11.To have more potential shards in the scene, increase “Dummy Object Pool Size”, but it will be notably slower with higher counts!
12. After returning to blender you can undo or undestroy the object via the “Undestroy” button. (select the parent object P_0_xxxx)
Atm i am working at impact based voronoi destruction by passing the impact location to the destroy operator. So that when you choose Voronoi and the Ball as “Volume Object” the destruction should be impact dependent. That will be among my next commit(s).
Hello Scorpion, I have had problems when I run the fracture of complex objects such as Suzanne. Delete the non manifolds, do not perform any other change in the net before the break, I use the voronoi + boolean remesh with 0, however when I run the fracture causes loss of part of the ears of Suzanne. This has occurred in all versions including the latest Blender 2.63 and 2.63a bilds.
I think you can help me
@uruburei
I quickly checked that with blender rev 46461 (which should be 2.63a), works. I also tested with rev46599 (most recent version), works too. Which OS do you use ? I am under Ubuntu 12.04. I also commited my code recently(today). Please try the latest commit and maybe, if you compile blender yourself, the latest revision too. I had such mesh cut off problems too, but that was a while ago.
Did you get the addon from github or via a graphicall build (or even the very old version from the addon tracker) ?
2.Choose Dynamic
How so?
I do not see this option in my version of your addon.
Scorpion I used the latest version of the addon https://github.com/scorpion81/Blender-Destructability-Editor (8 hours ago), I use a Windows 7-64 bit, I downloaded again the blender 2.63a (r 46461:46487) 64 bit, I performed the same procedures and continues with the same problems.
@Lipe7745
Did you get my addon from github ? https://github.com/scorpion81/Blender-Destructability-Editor Try to download the most recent version. Graphicall builds may contain older versions of my addon.
Then you should see 2 big buttons in the middle of the destructability panel, “Precalculated” and “Dynamic”
Btw, Dynamic works not as good as precalculated yet, it needs some tweaking still. So dont be disappointed in the first place.
I made a short test under Windows 7, 64 bit and can confirm your error. This must be a specific problem of the windows version of either blender or my addon. Under linux it works perfectly. But i dont get it why it wont do under windows. Its exactly the same source code of my addon c++ library and cython binding, only compiled for linux or windows. For now, i can only guess whats wrong. Maybe something with the bounding box (too small) or with the voronoi container (in the addon library)… Garr… stupid windows. I had to modify the source a little (added 2 lines of template instantiation for that crappy old msvc compiler, otherwise: link errors) But i use the SAME (modified) source for the linux version and there it works. Thats very odd. I will try to investigate this, but i cant promise to find that bug…
Scorpion I did a test with version 2.63/32 bit and it works perfectly, there is probably some incompatibility of your addon with 64-bit version of Blender. I’d like to work with 64-bit version of Blender, but I am very pleased with your addon. I’m sure more will facilitate the work of those who like Blender.
Alright you have to enter a correct directory (if your unsure test it out by using the cd command in terminal and checking with autofill tab button) Then on the end put /test.out
Here is an example /Users/Guy/Documents/Blender/test.out
Watch out for capital letters because unless your in linux land your going to run into them
Just thought I’d share some related eyecandy/inspiration that I stumbled upon on twitter: This is a plugin for max I believe. Maybe it will inspire some ideas too!
You got this from Andrew Price right? lol
When I saw it, I immediately thought about this script too