can i just say this is absolutely awesome, please do some more tutorials. is it possible to do all the Fracture tests in a separate file then append your wall/object to a different file at any particular frame, for an animation?
It would be needed to refracture the object. But remember that all physical simulations are the same cache! So the only way to delay fracturing is to use the "delay"-feature from the helper addon or just use triggering. Hope thats helpful for you :)
thanks for the reply, think i've been mixing up the way Blender currently uses cell fracture, creating a dupe of the wall and having each chunk of wall a separate object. i was wanting to i run my sim using Fracture and bake it, then drop than in my animation file at the right place. just seen there's dust/smoke/debris options too - is there any documentation about these, or are you working on a video? Edit - i'm trying to weight paint, but i can't seem to get it to work :-/
The Fracture Modifier can convert your simulation into a keyframed animation where every single shard will have an own animation curve. These then can be moved in the timeline! No documentation actually - but i agree its required to do more tutorials about the addons settings. Sorry, please be patient there is a lot todo actually.
Hey! I have a problem, I cant see the left side fracture panel that I see in your video, any help? (the right side is all ok, I have fractured my object correctyl and everything, but I truly cant see the left panel... )
@@Blenderphysics-Videos hey thanks for replying but I actually fixed it deleting that fracture build and downloading it again from another link that I found online. Anyway I guess the reaon was just the helper was not turned on :P
ok, sorry to bother you w/ another question; after playing w/ this, i've added a wall to an animation file, just doing the same things as i was in my test file, ie creating the fractures and playing w/ the helper values etc. sometimes, after scaling or changing the particle values etc, when i press play the wall and trigger [a dropped item like your ball, though i haven't activated all the triegger properties yet] just do seemingly one frame, although the rest of the animation is ok. any thoughts as to what that is? if i ctrl+Z the changes, it all runs fine again. TIA
Triggering actually does not work in this way. I can place a request on out todo list. But you can use constraints to hold pieces of your active/fractured object together while moving. Another thing is in the "timing"-panel of the helper addon. Here you can delay fracturing.
@@bortuda it's made by a group of guys working essentially for free, and like I said they are working on a 2.8 version. in the meantime, there are workarounds to import fractured objects into 2.8 iirc, look it up
I have blender fracture modifier 2.79a. I realized that i couldn't find generate smaller shards come with FRACTURE on the panel. there is no fracture on the left side on panel lists. I already have cell fracture addon. what is going on?
Please watch episode #1 of my learning series. It explains how to get this working. You need to install/activate the fracture helper addon inside the fracture modifier custom build.
It's very helpful Thanks !!
just got into this branch its so good.. im having fun. thanks for sharing this.
We are really need this on 2.9+ version
Totally agree - hope there will come something new in the future.
GOOD LORD THIS IS AMAZING
This is amazing! I would love to contribute to this project, how can I get started?
You will find contact information on BlenderPhysics.com
can i just say this is absolutely awesome, please do some more tutorials. is it possible to do all the Fracture tests in a separate file then append your wall/object to a different file at any particular frame, for an animation?
It would be needed to refracture the object. But remember that all physical simulations are the same cache! So the only way to delay fracturing is to use the "delay"-feature from the helper addon or just use triggering. Hope thats helpful for you :)
thanks for the reply, think i've been mixing up the way Blender currently uses cell fracture, creating a dupe of the wall and having each chunk of wall a separate object. i was wanting to i run my sim using Fracture and bake it, then drop than in my animation file at the right place.
just seen there's dust/smoke/debris options too - is there any documentation about these, or are you working on a video?
Edit - i'm trying to weight paint, but i can't seem to get it to work :-/
The Fracture Modifier can convert your simulation into a keyframed animation where every single shard will have an own animation curve. These then can be moved in the timeline!
No documentation actually - but i agree its required to do more tutorials about the addons settings.
Sorry, please be patient there is a lot todo actually.
thanks for the reply, don't worry, take all the time you need, this addon is worth it :-)
That's great !
Increaze ze sharts!
Magic!
Hey! I have a problem, I cant see the left side fracture panel that I see in your video, any help?
(the right side is all ok, I have fractured my object correctyl and everything, but I truly cant see the left panel... )
Did you enable the "helper-addon" in "preferences -> addons" ?
@@Blenderphysics-Videos hey thanks for replying but I actually fixed it deleting that fracture build and downloading it again from another link that I found online. Anyway I guess the reaon was just the helper was not turned on :P
@@RaffoVFX Great! Happy it works now :).
@@RaffoVFX can u send me the link I want to download it
we need more !
easier way to place the ground level is move it on the Z axis and snap to a bottom vertex on the wall.
Yes! But we recommend to use the "Drop to ground" addon. Ill upload it to the blenderphysics web page soon ;).
ok, sorry to bother you w/ another question; after playing w/ this, i've added a wall to an animation file, just doing the same things as i was in my test file, ie creating the fractures and playing w/ the helper values etc. sometimes, after scaling or changing the particle values etc, when i press play the wall and trigger [a dropped item like your ball, though i haven't activated all the triegger properties yet] just do seemingly one frame, although the rest of the animation is ok. any thoughts as to what that is? if i ctrl+Z the changes, it all runs fine again.
TIA
How can I achieve active rigid body object being a triggered and passive being a trigger? For example for a mug to shatter on impact, not in mid-air.
Triggering actually does not work in this way. I can place a request on out todo list.
But you can use constraints to hold pieces of your active/fractured object together while moving.
Another thing is in the "timing"-panel of the helper addon. Here you can delay fracturing.
how i can add fracture in bbender 2.8 beta . thank you
I don't think there's a 2.8 build as of yet, but it says that they're working on one on the website
@@decoratedboar2 cant believe that.. theres a version for 2.79 but not for 2.8? its an upgrade NOT a downgrade OMG
@@bortuda it's made by a group of guys working essentially for free, and like I said they are working on a 2.8 version. in the meantime, there are workarounds to import fractured objects into 2.8 iirc, look it up
I have blender fracture modifier 2.79a. I realized that i couldn't find generate smaller shards come with FRACTURE on the panel. there is no fracture on the left side on panel lists. I already have cell fracture addon. what is going on?
Please watch episode #1 of my learning series. It explains how to get this working. You need to install/activate the fracture helper addon inside the fracture modifier custom build.
i cant find the column of the upper right
what exact to you mean?
please bring this out for 2.83.......
Yes i would love this, too ;)