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  • Active and passive rigid bodies, and soft bodies can be connected without restrictions.
  • A rigid/soft body can be part of multiple MultiJoints nodes.
  • It is possible to connected the individual objects inside a MultiBody.

Basic

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Setup – Scene

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In this example we go through a scene with a fractured object:

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Objects can only be linked when they have a dynamics tag – you find this function under MultiBody > Node Params > Node > Simulation > Active rigid body

  • Add a cube and rescale it to create a ground or floor object: Cube01 > Node Params > Node Simulation > Passive rigid body.
  • Shift the MultiBody with the fragments above the ground cube (W key) and rotate (E key) it. Finally, add a "Gravity" daemon from the appropriate shelf.

Basic

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Setup – MultiJoint Settings

Create a MultiJoint node from the "Object Dynamics" shelf:

  • Add the fractured MultiBody to the "Objects A" and "Objects B" fields of the MultiJoint's "Creation" fields.
  • Press "Create/Recreate(*)" to establish the connection. The * indicates that it is necessary to create/update the joints.

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Image: screenshot from multijoint "Create" tab

 

  • Adjust the MultiJoints node's properties

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  • Forces > Force max mode > Constant limit
  • Forces > Max force > 500000
  • Collisions > Enable if break > Yes
  • Break > Break if distance exceeded > Yes

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  • as shown below and hit "Simulate".

 

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The joints between the fragments are displayed as green (= intact) crosses and they change their colour during simulation: red indicates broken joints, orange stands for partially broken links and red indicates broken joints:

 image: 3 screenshots from simulation

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Play with the "Max force" value to get different breaking behaviours.

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Since the scene does not contain any fluid it is possible to change "MAX substeps" to 1 in the "Simulation Options".

Image: how to find sim opts, general tab

Furthermore, a "Quality" level of 30 for the "Caronte" solver is enough

You find these settings here:

Image: caronte tab 

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