I was playing with fracture tool. Is possible make fractured mesh which can be breakble by crash with some vehicle?
I was playing with fracture tool. Is possible make fractured mesh which can be breakble by crash with some vehicle?
I would like to know the answer to this also
I'm not sure whether it's a fractured mesh but the arm things that stick out of scorpians on right click are breakable by collision with objects. (Although you may already know this)
The blade breakage has been around longer than fractured meshes, (heck, the functionality if not the implementation dates back to 2k4...), so they're at least using special purpose code for it.
Check your fractured mesh properties, see if there's anything about rigid body collisions in there that you can turn on, that would probably enable vehicle hits. (I take it you've already tried it and found it not to work by default.)
changing a fracture mesh into a rigid body, will not let it be breakable an will fall or move as one whole piece. Ive been trying to work out how to make fracture meshs be destroyable with vehicles. no such luck yet.
I have how ever been able to turn off all collision on a fracture mesh for when you IN a vehicle, but if u exit the vehicle the collision auto turns back on to become destroyable in fps mode..
The only way im thinking fracture meshs could be destroyable by vehicles is for the vehicle collision to have the same properities as what a projectile or bullets etc has.
Rigid body objects do not damage fracture meshes. BUT debris from a fracture mesh can collide with a rigid body an have it the rigid object move.
to enable a cracking effect, change the diffuse material to transparent, this will create a semi crack effect in ur mesh.
Also is there a way a fracture mesh could be a mover? aka a shootable wooden door? that can still be opened an closed.
Last edited by V8matey; 02-02-2010 at 02:28 PM.
a fractured mesh can only be static and never be dynamic. that means there is no way to destroy a fractured mesh with a vehicle without scripting.
But there is a much easier way to do this. This is just by creating a PhysxDestructible from the fractured Mesh. PhysxDextructibles can be dynamic and static as well , so it is possible to destroy them with any RigidBody and even the Physx gun.
I will make a tutorial about PhysxDestructibles tomorrow. Will explain everything better at all.
I have been wondering this for some time, a video tutorial would be awesome!
Just started recording, should be finished soon. Should be online tomorrow afternoon.
So here it is: http://www.youtube.com/watch?v=oNPOXR4ARzw
I was a little bit tired and ill, so might be, you don't understand me
EDIT: Video was deleted because of length -,-
So you have to wait a few hours![]()
Last edited by Wallomedia10; 02-05-2010 at 09:01 AM.
Hmmmm,
Youtube says the video is removed because it was too long. They allow only around 10min for a video. Would you mind posting it in parts
Thanx
Yeah sure, no problem! But it will take a while, because my Internet is very slow. So pe patient![]()
So here is the new video: http://www.youtube.com/watch?v=orT7ADoz8qI
awesome. now explain how to get them to stop floating in the air!
Last edited by DigitalDemolition; 02-15-2010 at 05:25 AM. Reason: accidental post
yes, i hate this too. But thats a bug, you can read it in the documentation. Anyway if you play with the settings a bit you should get an acceptable result. I will tell you guys if I manged to solve the problem.
So, I solved the "floating piece in the air" problem. You will have to create the fractured static mesh with the right properties, right before you create a physx destructibles from it. I will make a tutorial about it.
For some reason when I create the PhyX destructible it doesn't remember the chunk material I assigned to the fractured mesh. I just get the default texture.
You have to enable "Be used with skeletal mesh" in your material. But I will make a tutorial about all that tomorrow![]()
Last edited by JoshuaC; 02-17-2010 at 05:53 PM.
Yes, first define your support chunks in the fractured mesh and then create the physx destructible. Place it in the level, go the its properties and then to open the "destructible" category. Here you enable "Support Chunks In Support Fragment" and disable the other one. Then it should work, but make sure that your physx destructible touches world geometry![]()
Hey Wallomedia 10 I was wondering if you made that tut yet on how to create a fractured mesh that is destructible? Also, once it is destructible can it be made movable because I would like to make a door that closes to stop my character, but he is able to shoot it to bits after wards...is this possible?
Hey JoshuaC, Gamehatcher, I'm sorry that you had to wait that long. I was very busy, so I hadn't the time to answer your questions. But now I have some free days so I will continue making the video tutorials and so .
JoshuaC: Yes you can modify the health by going to the properties of the physxdestructible then to the destructible category. There you will find a setting named Damage Thershold. By modifying this you will change the physxdestructibles health. For your problem with the RocketLauncher, I had the same problem. Even with the helth increased many pieces will just disapear. In order to get a cool effect when shooting a rocket you will have to add a Physx Particle System.
GameHatcher: The problem about your request, that only KActors can be Movers by default. Being a static actor the physx destructible can not be used as a mover. But I think there is a possibility by scripting. I will work on it and make a tutorial when I managed to get it running
Wallomedia10, you are absolutely the best! Thanks a million.
So is it true that newer versions of UDK have removed Physx and this is no longer viable?
Apparently, ‘PhysXDestructible’ has been removed and APEX destructible is its replacement.
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