1)select 1 of those shards in object mode… make sure it is visable to you and you can remember which one it is.
2)select it… than look over in the area where the deactivate checkboxes are. You did not have enable deactivation checked. The one was checked but the enable box was not
check BOTH boxes on that one shard… than select all of those shards with shift B…hold down shift and reselect the original shard (your trying to make that the last one selected. Go to the left side in Rigid body tools section and press that icon that says copy from active. Rerun the simulation…
I didn’t even use the constraints script, I’ve only messed with it once… but I’m pretty sure you have to make sure the regular bullet physics stuff is set up correctly. The constraints stuff in the script gives you more control on how things break apart.
When you use just the physics without the contstraints script, the way it works is if you enable deactivation (both checkboxes) it takes something either hitting the object or a force of some kind to make it break apart.
Ok, my bad. The bullet was too close of the sandglass so it seemed to me that the pieces didn’t stand before collision.
I find a downside of using “Copy from active” instead of “Copy to selected”. It also copies the mass to all shards. “Copy to selected” works ok for this purpose.
It works well now, I just have to adjust the settings. Thanks again !
Well on the file that I downloaded, the glass was falling on the second frame, well before the bullet hit the glass. But I’m glad you got it working. I’d forgotten about the transfering of the mass in that script, that is a nice feature, I remember seeing it now in his tutorial. Glad you got it working.
it’s possible to do two different groups of constraints in the same scene?
For example: In a wall made of bricks with a plaster, the resistance of the bricks with bricks is different from the bricks with the plaster.
In blender i only can setup one constraints for all with the same resistance of breaking.
One for for bricks with bricks and other for bricks and plaster?
The script works on the selection of Objects. So you can select the Bricks first, set breaking and compute neighbours and then do the same for plaster. Just be aware to not select the empties generated for the Bricks. The update only updates the selected Objects/empties. So simplest, Bricks on one Layer, Plaster on another.
Of course you can/must then connect plaster to bricks too, maybe with C-Selection (in 3D Viewport)
I have an idea thank you. It might make sense if Objects would have a Material Strength, so generated Constraints could use that. But then again, How to Mix two Strength? Not sure about it.
A way to combine different strengths as material properties is using the minimum of the 2 materials. For example:
brickStrength = 100
plasterStrength = 60
A brick-brick connection has a strength of 100, a brick-plaster connection is 60.
You could also use the average, but I think the minimum is more realistic. Or, even better, let the user decide how to mix the 2 strengts (that would be really awesome)
Thank for the Ideas about Material strength. I will think about it.
@Aslaqrt
the ground connection does not work optimal right now. It uses the Vertices of the Ground Object to connect to, so be sure to subdivide it (not sure if modifier is enough). And it might not work that well anyway, i have to look into it too.
You can try select all the Bricks, then the Ground and use Constraint to Selected, this will make Constraints between the selected Object and the Active (Ground).
You can set the breaking Threshold before you Hit X-Constraints, in case you don’t know. So you can control “strengths” of Objects. You can then use the Multiplier checkbox to edit All Constraints but Remain the Ratio between them. Alternatively just put the Constraint empties in separate Layers each, so you can select all and Update only those Constraints.
I know it’s not optimal to use, but there are so much possibilities with Constraints Types, and How to use Them… Kinda difficult
I might found a bug, most of the constraints types update just fine when I click the ‘Update Selected’ button. But when I choose ‘Generic’ or ‘Generic Spring’ and then try to update, blender just freezes.
the ground connection does not work optimal right now. It uses the Vertices of the Ground Object to connect to, so be sure to subdivide it (not sure if modifier is enough). And it might not work that well anyway, i have to look into it too.
You can try select all the Bricks, then the Ground and use Constraint to Selected, this will make Constraints between the selected Object and the Active (Ground).
I try this method and works well.
Tge ground connection, How it works? I need to create vertices for the ground, and later? I select the objects and then the ground and click option, or I select the ground and then the objects and click option?
“Ground Connect (WIP)
Connects selected Objects to active Object Vertices (usually Ground). Currently it uses the active Objects vertices, so you need some Vertices there in order to it to work. This feature is, like anything else, not yet finished.”