I used dino fracture a unity asset that I got in a bundle that creates the fracture or slices as wish right in unity, and used this script from this tutorial to explode it. Very nice. Thanks!
Gabriel, you tutorials are among the best Unity tutorials I've watched, and I've watched many. Straightforward with a perfect amount of explanation. Very easy to follow and apply to my project. I Subscribed here and signed up on Patreon and I am about to take a look at some of the cool stuff you have in the Asset Store. I look forward to seeing your game.
Does seem to be an issue if using low poly complex shapes (i.e. Suzanne Head) and when shading is set to "Smooth". One Trick I got to work was when applying the Solidify modifier is to set the Thikness to 0.001 and turn off "Fill Rim". This will give you a double sided object to avoid backface culling issues and nobody is going to notice a 0.001 gap in your objects especially when your using it in an explosion. If you still get a distorted mesh when applying the solidify modifier, try add a "Sub Surface modifier" before fracturing so it won't lose it's shape/definition.
5:30 if you don't want to have thickness you can fix it in unity by just using a double sided material, I personally don't like having this type of object paper thin.
Great video! Could you perhaps explain how to simulate the explosion in Blender and bake it out as an animation to be used in Unity? Should be much more perfomant and scalable, but I haven't been able to figure it out yet...
Great tutorial, I have one issue, I used your tutorial to make a moving sphere blow up upon impact with an object, but, there is a slight delay before it blows, like a half second of so . . can you tell me why this is happening?? Or point me in the right direction? Thanks.
How would we apply this to an already existing collider script that had certain parameters already set? I.e. the Tank tutorial in Unity? I've put the building in and have them being destroy on play, and the physics work well, but I need for them to be destroyed once my "shell" hit it....?
When I import shattered FBX into Unity all of the sub meshes have the same transform coordinates. Model looks correct, but ExplosionForce sends all the shards in the same direction as they all have the same position. What am I missing?
The Links no longer work, is there any way to still achieve this? I have fumbled around with Blender's cell Fracture add on but I cannot figure a way to fracture only the the face. Any help is appreciated!
Thx, for your time sir, i have problem, when i click mouse in game, console write me this error: NullReferenceException: Object reference not set to an instance of an object ActivationExplode.SpawnFracturedObject () (at Assets/Barrels+Boxes/ActivationExplode.cs:22) ActivationExplode.Update () (at Assets/Barrels+Boxes/ActivationExplode.cs:14)
Great Tutorial, I have a problem with the object as it does not require the script, it just breaks apart if all the fragments have a collider and rigidbody attached. Can you help please?
Blender keeps crashing at different points when doing this. Also, when I "Convert to Objects," the object goes from rigid adges and defined to smooth and rounded edges? UPDATE: I fixed the smoothing issue. Push "A" to select all objects, then push the "Flat" button in the Shading tools to give it the rigid look as it once had. Still can't stop the crashing though.
Hello! love your tutorials, by any chance can you answer a question for that i cant find the answer to? For VFX how do you export them out so you can put them in your game? or do you have to make them in the game you are working in? hope that makes sense
Hmmm you must be making some kind of confusion. Let me see if I can shed some light on this topic. VFX for Games are made in the respective game engine (Unity, Unreal, Cryengine, etc) with particle systems. VFX for Movies are rendered in softwares like Houdini, 3ds Max, Maya, and then are exported to a composition software (After Effects, Nuke, Fusion, etc).
Okay i see, so VFX for games would be added in the game engine that you are currently working on, I cant export a VFX i made in unity so lets say my friend can use in his game that he is making?
Yes exactly. There's no direct way of doing it. Either you recreate the effect in the respective engine, or develop a script that can import from Unity to Unreal or vice-versa.
Hi Gabriel. 1st thanks for the tutorial. it worked well on a cube i made perfectly then perfect in unity SDK. However i have found that at least for me when i have tried to import not very complex fbx objects into blender and follow the exact same steps to the letter every time they just become distorted and unrecognizable then i press the 'convert to objects' button ! i have tried over 20 times to get a different result with more and more simpler fbx objects same result then i made a cube in blender and tried same thing and it was prefect like your video! is it that this fracture add on is best only with rectangular simple objects like the box etc but not curved objects like a fbx car or surfboard or pony etc as these all failed. is there a simple fix for this please . otherwise great stuff and at least i have a nice script for use in other things.
I've read online that you could cut up the model into smaller objects. however, I just opted for the bisect tool that comes standard with blender. its not as nice but it does the job for me. hope that helped.
hey, i have a doubt about a thing. every particle i try to make, i can only make them in bright colours. if i try to make the particle in a dark purple tone for example it simply doesn't apear, how to fix that? haha (lov your vids, they are very good and instructive)
Thanks man! Well the fix is kinda simple. When creating a material, instead of using Additive shader, try to use an Alpha Blended shader for darker colors. Good luck!
It's looking good but not so optimal scene as you build mesh colliders and counter random force vectors and gravity in real time. It would be a better solution to just manually animate the pieces as an explosion in a 3d program and then just set the anim state and add the particle prefab.
*NEW Fracture tutorial* : ua-cam.com/video/0SsJlS-Zsmg/v-deo.html
UDEMY COURSE - VFX FOR GAMES: www.udemy.com/course/visual-effects-for-games-in-unity-stylized-explosion/?couponCode=17.99_UNTIL_20-09
Unique Projectiles Volume 1: assetstore.unity.com/packages/vfx/particles/unique-projectiles-volume-1-124214?aid=1100l3Jhu
Wow! This is one of the best tutorials that I've seen.
Glad it was helpful!
I used dino fracture a unity asset that I got in a bundle that creates the fracture or slices as wish right in unity, and used this script from this tutorial to explode it. Very nice. Thanks!
That is awesome. Dino Fracture looks interesting, thanks for pointing that out.
Gabriel, you tutorials are among the best Unity tutorials I've watched, and I've watched many. Straightforward with a perfect amount of explanation. Very easy to follow and apply to my project. I Subscribed here and signed up on Patreon and I am about to take a look at some of the cool stuff you have in the Asset Store. I look forward to seeing your game.
Thanks that's lovely! Have a great day!
Does seem to be an issue if using low poly complex shapes (i.e. Suzanne Head) and when shading is set to "Smooth". One Trick I got to work was when applying the Solidify modifier is to set the Thikness to 0.001 and turn off "Fill Rim". This will give you a double sided object to avoid backface culling issues and nobody is going to notice a 0.001 gap in your objects especially when your using it in an explosion. If you still get a distorted mesh when applying the solidify modifier, try add a "Sub Surface modifier" before fracturing so it won't lose it's shape/definition.
thank you!
Pretty nice effect! Thanks!
Could you make a video on a shockwave effect which is transparent but distorts the things behind it?
Thanks!
You have really good tutorials, i like the effects.
Congrats by this video!! Clear, simple and efficient explanation. Keep working this way. You have one more subscriber.
5:30 if you don't want to have thickness you can fix it in unity by just using a double sided material, I personally don't like having this type of object paper thin.
You can use the skin modifier to had some thickness.
Good luck.
I turned on UA-cam to look for explosion tutorial and this was on my homepage's first row
That's awesome, right on time!
Great video! Could you perhaps explain how to simulate the explosion in Blender and bake it out as an animation to be used in Unity? Should be much more perfomant and scalable, but I haven't been able to figure it out yet...
you have really good knowledge in VFX - I really like your videos :)
you do ot have to select each piece to separate it, just press P and choose separate by loose parts
Exactly. In case anyone wants to separate everything, just separate by loose parts.
Hi, I cant find the cell fracture button in blender. I toggles Object and Edit mode, still not visible. Anyone else having this issue?
Amazing!!! Love your fx tutorials, all of them!!! 😍😍😍😍😍😍😍
You are welcome! Thanks!
Great tutorial, I have one issue, I used your tutorial to make a moving sphere blow up upon impact with an object, but, there is a slight delay before it blows, like a half second of so . . can you tell me why this is happening?? Or point me in the right direction? Thanks.
How would we apply this to an already existing collider script that had certain parameters already set? I.e. the Tank tutorial in Unity? I've put the building in and have them being destroy on play, and the physics work well, but I need for them to be destroyed once my "shell" hit it....?
there's actually a much faster way to separate objects in blender. select everything, press l and then select 'by loose parts'
Does this still work in Blender 3.0+?
Awesome tutorials :) if possible make a tutorial of bright outline on objects using particles thanks.
When I import shattered FBX into Unity all of the sub meshes have the same transform coordinates. Model looks correct, but ExplosionForce sends all the shards in the same direction as they all have the same position. What am I missing?
who wrote the music?
hello, please,help, my explosion ,the pieces do go far away from the scene,ghow do i keep it there?
Decrease the force maybe?
@@GabrielAguiarProd thank you, im gonna try
they still go far away from the scene
my model still go far away, and it does explode by themselves without evn add any script, help, i dont know what t do
The Links no longer work, is there any way to still achieve this? I have fumbled around with Blender's cell Fracture add on but I cannot figure a way to fracture only the the face. Any help is appreciated!
Perfect tutorial, i'll implement it right away! 😄
Ps: how can i make my visual editor this colorfull?
Thx, for your time sir, i have problem, when i click mouse in game, console write me this error:
NullReferenceException: Object reference not set to an instance of an object
ActivationExplode.SpawnFracturedObject () (at Assets/Barrels+Boxes/ActivationExplode.cs:22)
ActivationExplode.Update () (at Assets/Barrels+Boxes/ActivationExplode.cs:14)
Don't forget to assign the variables in the ActivationExplode script, in the inspector.
Great Tutorial, I have a problem with the object as it does not require the script, it just breaks apart if all the fragments have a collider and rigidbody attached. Can you help please?
Hey there, thank you! You can turn on 'isKinematic' in the 'rigidbody' of all the fragments.
Thanks for the quick reply, it solved the problem.
Blender keeps crashing at different points when doing this. Also, when I "Convert to Objects," the object goes from rigid adges and defined to smooth and rounded edges?
UPDATE: I fixed the smoothing issue. Push "A" to select all objects, then push the "Flat" button in the Shading tools to give it the rigid look as it once had. Still can't stop the crashing though.
Thank you !!!
Hello! love your tutorials, by any chance can you answer a question for that i cant find the answer to?
For VFX how do you export them out so you can put them in your game? or do you have to make them in the game you are working in? hope that makes sense
Hmmm you must be making some kind of confusion. Let me see if I can shed some light on this topic.
VFX for Games are made in the respective game engine (Unity, Unreal, Cryengine, etc) with particle systems.
VFX for Movies are rendered in softwares like Houdini, 3ds Max, Maya, and then are exported to a composition software (After Effects, Nuke, Fusion, etc).
Okay i see, so VFX for games would be added in the game engine that you are currently working on, I cant export a VFX i made in unity so lets say my friend can use in his game that he is making?
Yes exactly. There's no direct way of doing it.
Either you recreate the effect in the respective engine, or develop a script that can import from Unity to Unreal or vice-versa.
Oooooo Okay cool, thank you so much that cleared a lot of questioning i had!
Hi Gabriel. 1st thanks for the tutorial. it worked well on a cube i made perfectly then perfect in unity SDK.
However i have found that at least for me when i have tried to import not very complex fbx objects into blender and follow the exact same steps to the
letter every time they just become distorted and unrecognizable then i press the 'convert to objects' button ! i have tried over 20 times to get a different result with more and more simpler fbx objects same result then i made a cube in blender and tried same thing and it was prefect like your video!
is it that this fracture add on is best only with rectangular simple objects like the box etc but not curved objects like a fbx car or surfboard or pony etc as these all failed.
is there a simple fix for this please . otherwise great stuff and at least i have a nice script for use in other things.
I've read online that you could cut up the model into smaller objects. however, I just opted for the bisect tool that comes standard with blender. its not as nice but it does the job for me. hope that helped.
hey, i have a doubt about a thing. every particle i try to make, i can only make them in bright colours. if i try to make the particle in a dark purple tone for example it simply doesn't apear, how to fix that? haha (lov your vids, they are very good and instructive)
Thanks man! Well the fix is kinda simple. When creating a material, instead of using Additive shader, try to use an Alpha Blended shader for darker colors.
Good luck!
Cool tutorial. Thanks.
Great effect, thank you for explaining :-)
You are welcome :)
awesome love it, thanks🚀🚀🚀😁😁🥇🥇🥇🏆🏆🏆🙋♂️
Really cool, thank you.
Amazing! Thank you so much :D. I'm a big fan
muito legal parabens
It's looking good but not so optimal scene as you build mesh colliders and counter random force vectors and gravity in real time. It would be a better solution to just manually animate the pieces as an explosion in a 3d program and then just set the anim state and add the particle prefab.
what the fuck?
first you must 'ide the 'inges
then you must un'ide the 'inges
:P
You talk like a robot xd