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Would it be possible to make objects explode into fragments?


karmacomposer
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I am creating a game where the main character uses a variety of weapons to destroy things and when he hits something, it explodes into fragments. I don't want to explode just the polygons, I actually want chunky explosions.

 

Now, I have this working in Unity, but Unity is a pain in the butt overall and I am having to work around so many things that I am looking at Leadwerks more seriously for our project.

 

Critical to the game is these explosions - so the questions is, can it be done and if so, how hard is it to do so?

 

Any input is welcome.

 

Mike

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One option would be to have multiple models. 1 model of the thing complete and multiple pieces of the model put together (via a prefab). When the model gets hit by the weapon you swap out the normal model with the prefab that has all the pieces put in place and then apply come force(s) to make the explosion.

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Very interesting. That means I would need to have some kind of ability in my 3D modeling software to 'crack' the model ahead of time. You are suggesting that I then use physics to complete the explosion of the 'cracks'?

 

Is that what you mean?

 

Mike

MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives

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Great - now to find a really good cracking plugin for my modelling software.

 

Mike

MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives

MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives

Alienware Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1070 Ti with 16gb vram / SSD drives

My Patreon page: https://www.patreon.com/michaelfelkercomposer

My music for sale: https://www.tgcstore.net/category/513?format=all&perpage=30&textures=undefined&price=all&order=default&artists[]=87213

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You can also explode faces aling their normal using a geo-shader (and animate it), but they wouldn't have any physics.

 

Though this is a nice idea, it would be quite hard, getting it to look like the objects have a real volume (the video looks like it's only a thin sphere-surface). wink.png

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Yes - too much like exploding the faces (polygons). I need volumetric chunkiness.

 

Mike

MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 980 GTX with 16gb vram / SSD drives

MSI Dominator Laptop - Core i7 - 8 cores / 3ghz / 32gb RAM / Nvidia 1060 GTX with 8gb vram / SSD drives

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My Patreon page: https://www.patreon.com/michaelfelkercomposer

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Great - now to find a really good cracking plugin for my modelling software.

 

Mike

 

Blender has this, I have actually been meaning to try the two model approach for LE for some time now.

 

 

This video shows the blender part.

 

System:

Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k

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This video shows the blender part.

 

 

Is Blender capable of generating concave collision meshes named "collision" for each broken pieces of the broken model ? Manually it will be painfull each time when there are plenty of meshes.

Stop toying and make games

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Is Blender capable of generating concave collision meshes named "collision" for each broken pieces of the broken model ? Manually it will be painfull each time when there are plenty of meshes.

 

Select the pieces hit shift-D to duplicate them and then rename them manually.

System:

Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k

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Is Blender capable of generating concave collision meshes named "collision" for each broken pieces of the broken model ? Manually it will be painfull each time when there are plenty of meshes.

 

Randomly stumbled across a batch renamer for blender http://adaptivesamples.com/2013/09/07/batch-renamer/ and remebered this thread

 

Here is a test blend file;

https://drive.google.com/file/d/0B7B0hlkpWcYWcWl3ajNHbjdQb3M/edit?usp=sharing

 

Layer 1 has the unbroken object

Layer 2 has the broken object ( made a lot of space between to make sure the physics engine doesn't stick them together )

Layer 3 has the collision shapes ( renamed duplicate of layer 2 )

 

It occurs to me that the the shards and collision shapes must somehow be associated ( child ? ) and each shard should have a mass

 

Can that be done in blender or does it have to be done in LE ?

System:

Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k

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