I've done some stuff (http://forums.newtek.com/showthread.php?134665-BBC-Radio-1xtra-quot-Bassphone-quot-promo) with the fracture tools and bullet before, but this video is super-glossy (and it's ultra slo-mo - which means you can't hide the detail needed) so I need a really nice realistic looking shattered glass.
Is your glass object at some ridiculously large or small scale? Also it might help to subdivide your glass pane before doing Fracture.
Once you save out your simulation to mdd you can change the playback speed.
Thanks for the advice. I'll try reducing the scale.
Does the scale affect the quality of the fracturing too - or is it just the bullet physics side of things that is affected by it?
I can't recall if the scale affects Fracture. I just know that subdividing the geo more will make the Fracture algorithm more friendly. So for example, if you were breaking up a long beam of wood, you wouldn't want to have a really long six sided cube. You'd want more cuts. Fracture doesn't like super long polygons. (At least that's what I was told at a user group meeting).
There's a pre fractured model on turbosquid if fracture tool doesnt behave..
SplineGod did a few videos on fracturing things without the fracture tool.
You might be able to get cleaner results that way.
another tip would be to export each frame as a savetransform obj then reimport back into the scene and you can then set what frames what object sits on "good for controlling speed "
how many bullet holes ? does the glass shatter around the points of impact ? or is just a general "KAABOOM"?
but breakup has a bullet control point " actual bullet hit"
http://lightwiki.com/mediawiki/images/5/59/Break.jpg like so , If you know where the impacts are you can do some nice sim..
The fracture tool in LW is cool, but (at least in my experience) generates geometry with holes and stray points and weird artifacts with some geometric shapes. A simple plane of glass might not be too bad, though.
I could not resist to offer my suggestion for a solution to this desired effect. BTW, ChronoSculpt would make controlling the speed and editing the glass dynamics simulation from Bullet a 2 min job as well and is a perfect tool for this.
But I also want to share some tips on the fracture tool. If you plan to fracture something you should try to subdivide it nicely to prevent the fracture tool having to slice across very large polygons. When you do that and use the background geometry function to place something simple like sphere in the background to control where you want the fracture to focus on your glass then is works very well.
You would want to select the stray points after you fracture and delete the ones not attached to any polygons if any are generated. But that is a quick step. I will attach images to show my process.
Thanks for the shattering tutorial Rob. A bit less work than my previous method.
However, much as Rob would love you to buy his new S/W, ( :D) ), you don't actually need ChronoSculpt for this. You can create quite satisfactory results with the an envelope for simulation speed in World Settings.
edit: Third time of deleting configs lucky! Got Bullet back!
How did you reset your configs and also you should have a plugin called dynamics.p in \support\plugins\animate.
As you mentioned the fracture part of this will be the most difficult to achieve. I don´t think that you can achieve the look of shattered glass with LWs fracture tool on its own.
After this use fracture tool on single parts (mostly from the impact spot) to shatter it more.
For the animation part: fix some geometrie around your hole (maybe animate it with a morph to get some cracks without breaking complete).
One thing that could become difficult in this case is that you cannot render the preshattered glass as intact. You have to exchange two objects. At normal speed this works, however with slow motion it can become a problem (maybe you can use an animated clip map to reveal/hide the objects.
And if you need to change the playback speed you don´t need to leave LW for Chronosculpt, you can adjust the MDD speed in the MDD reader (probably you know this already)!
Hi Ben. Unhid Libs/app support/... (ML 10.8.4!), dragged configs folder to trash, and restarted. Third time it actually stuck, and I got everything back.
As a recent LW returnee, I've never used HardFX, just got stuck straight into Bullet. Perhaps I should explore the old stuff more, as weighting/pinning would be quite useful.
Everyone THANK YOU so much for all your feedback on this. Rob, in particular, for doing a great tutorial! I think the problem I was having was because I wasn't subdividing my glass pane enough (I only had about a third of the number of divisions in rob's tutorial).
And please do check the spiderweb chatter thread if you have missed it, some more additional tips on how to fracture in a spiderweb or glassbullet impact way.
I posted an object template that you can see the results from and also use as template...I noticed some errors in it and I didn´t check stray points etc, but I think it might be worth checking.
I used a sphere with z axis start, deleted half of the sphere because I then flatten it and I don´t want double sided surface, extruding it and fracture it with background points.
you could also try and jitter it too slightly.
Thanks for the link, great to have some good pointers on how to create spiderweb shatter patterns - v important for glass!
Thanks for all the help everyone. I have another question when working with glass you can see the fracture before it actually break because of the transparency. How do we get rid of that. Cant morph it as the two objects have different amount of polys. Is it still the case that we have to use a non shattered object and then replace with the shattered one just before we shatter it.
you are over thinking mate, clone the object one fractured one not and use the dissolve in the objects rendering settings and switch them in the graph editor "liner"
First time ive been accused of over thinking :):). So its still dissolve from one to the other, thought there might have been a way using only the shattered object. Like make cracks disappear until the bullet effect takes place. Thanks for that.