And yes people, when you do work is fascinating how fast forget is something I think on Blender or programming, but, in the end, one thinks it matters and that's jobs done, and have resources for that.....we just go up on shoulders what is our predecessors done with new projects...
That was awesome. Thanks for the walkthrough. Do you have any suggestions for a car crash? Where the windshield needs to travel around with the car but also be able to explode on its own? I understand possibly having to swap out the real window for the fractured one due the lines ruining the reflection of the glass, but what about the chunks traveling around until they need to break away from the car? Anyway, I hope that makes sense and any info is appreciated!
You're nicely organizing everything in collections, just like I do when fracturing things. However it is painful to watch how you are selecting and deselecting objects you did not mean to select or hiding and unhiding the floor etc. What I usually do is, my default scene has the Selectability toggle showing in the Outliner. This way I can have everything visible if I maybe need the visual reference or something like that, but make all collections unselectable apart from the one I'm working on, like the constraints for example.
Very nice, but you lost track of real-world scale and never really had any connection to reality to begin with. The default cube is HUGE and without any objects in the scene for reference, the input values all become fantasy numbers without any link to reality. But yeah, it's fun to blow stuff up.
@@zaye7The default cube is HUGE. Physics acts differently based on scale. The objects in this scene are huge. And there is nothing here that provides any sense of scale. Real-world scale is an industry standard. That's what I'm yapping about.
You do realize he is not planning the destruction of a building in downtown. He is not part of a demolition team. This is Blender....it is all fantasy. Calm down!
And yes people, when you do work is fascinating how fast forget is something I think on Blender or programming, but, in the end, one thinks it matters and that's jobs done, and have resources for that.....we just go up on shoulders what is our predecessors done with new projects...
Yep! i agree. Been there for sure!
That was awesome. Thanks for the walkthrough. Do you have any suggestions for a car crash? Where the windshield needs to travel around with the car but also be able to explode on its own? I understand possibly having to swap out the real window for the fractured one due the lines ruining the reflection of the glass, but what about the chunks traveling around until they need to break away from the car? Anyway, I hope that makes sense and any info is appreciated!
Thank you!
You’re welcome!
❤ just perfect. 😊
Thank you so much!
This is awesome! 😎
Thanks! 😎
thanks sir
Most welcome! Thanks for watching!
Is there any way to fracture meshes without creating a tiny tiny edge/space between all fractures? It's so annoying.
thank you!
You're nicely organizing everything in collections, just like I do when fracturing things. However it is painful to watch how you are selecting and deselecting objects you did not mean to select or hiding and unhiding the floor etc. What I usually do is, my default scene has the Selectability toggle showing in the Outliner. This way I can have everything visible if I maybe need the visual reference or something like that, but make all collections unselectable apart from the one I'm working on, like the constraints for example.
tysm
You’re welcome! Thanks for watching 😃
Very nice, but i know that and g
forgot, when I worked on asteroid impact....keep goings
bro was making canon sound effects and shit
😂 can’t resist! 😂
For some reason when i press play, they all fall downwards, nothing explodes outward like the video.😮
Never mind, I just fixed it. I was on Collision shape Convex Hull and not Mesh.
The dark knight
Yep Yep!! 🦇
That's quoting Alfred from "The Dark Knight". A favourite of mine 👍 ("some men" not people, but okay 😁)
Very nice, but you lost track of real-world scale and never really had any connection to reality to begin with. The default cube is HUGE and without any objects in the scene for reference, the input values all become fantasy numbers without any link to reality. But yeah, it's fun to blow stuff up.
What you yapping about mate
@@zaye7The default cube is HUGE. Physics acts differently based on scale. The objects in this scene are huge. And there is nothing here that provides any sense of scale. Real-world scale is an industry standard. That's what I'm yapping about.
You do realize he is not planning the destruction of a building in downtown. He is not part of a demolition team. This is Blender....it is all fantasy. Calm down!