Hi, i am working at a voronoi fracturing system in blender which supports viewport bullet physics. It consists of an extended explode modifier which allows fast voronoi fracture using the library voro++ and additionally boolean intersections and a rigidbody modifier. With the explode modifier a mesh is decomposed to a couple of voronoi cells. Those are parts of the original mesh, each cell contains a set of connected vertices. The cells are not connected to each other, thus allowing to be moved independently. This can be utilized for particle animation or even a rigidbody physics simulation. The second part is a rigidbody modifier which allows multiple rigidbodies per object. It takes the fractured mesh from the explode modifier. It also can take any mesh, for example result from an array modifier and turns each mesh island into an individual rigidbody which is put in the rigidbody world and can interact with other rigidbodies with or without modifier, it acts like a regular rigidbody. Settings are made analog to the regular rigidbodies, and apply to each shard, except for the mass, which is calculated from the volume fraction of the shard in relation to the total object volume. Benefits are a better handling of fractured objects -> many rigidbodies in one object means less object overhead and also a slightly higher simulation speed. Recently i could improve performance of the mesh island and constraint construction and of cache playback speed, its speed almost doubled and is now only slightly less than with single objects, because of the need to copy the modifiers derived mesh before returning it (blender frees it outside the modifiers) I also added a convert to object operator recently to create a "compatible" version of the fractured object consisting of individual objects, including constraints if they were enabled in the modifier.
You can find some documentation and a link to the sources on my wikipage: http://wiki.blender.org/index.php?title=User:Scorpion81 There is also a collection of builds available, currently in my dropbox. The link is at the outdated graphicall build entry for Win64, but the dropbox directory contains 5 builds: win64, win32, win32_vc9 (for win xp, compiled with VS 2008 Express), linux64 and osx64. http://graphicall.org/1031 At the bottom of my graphicall build site you can find 2 demo videos from Kai Kostack showing a result which was achieved with my modifiers. Furthermore there is a Blenderartists support thread, dealing both with my addon and my modifiers: http://blenderartists.org/forum/showthread.php?247559-WIP-Blender-Destructability-Editor I am working since February 2012 at my object_destruction addon, which is bundled with the builds, and since February 2013 I work at the rigidbody fracture system. I just wanted to make some advertisement for my project this way and hope that it gets more attention among users and developers. Unfortunately i will have to wait until 2.7/2.8 or later until trunk review can begin, because at the moment the modifier implementation does not fit into a well designed new physics and fracture system of blender, which is still to be defined. This is a huge task and involves many people, thats why it might take a while. Regards, scorpion81 _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
