Just a reminder ! If you rotate or scale your model before converting your static mesh to a Geometry Collection, make sure to "BakeRS" (via Modeling Mode). Otherwise your cache record will be affected and you may get jitter/instability in your bake. 👋
Thanks for taking the time to comment and giving me your feedback despite the fact that the video is in English haha! I hope everything was clear to you! 😇 Thank you for your support! 😃😃
Nothing seems to be working in UE 5.4 with fracture in the sequencer. Shows up fine in the preview but will not record the chaos fracture to video. Any Help?
Excellent and incredible, how does this not have more views? Coming from more cinematic background in 3D this is the kind of stuff we're looking for with the sequencer and MRQ. My sim is a bit more of statues crumbling gradually instead of exploding or being hit - do you have any fracture tips for how to do that? I've had some success in lowering the gravity of scene via project settings, as well as reducing mass (kg) and really pumping up angular and directional dampening in physics for the MasterField to a ridiculous number (40,000 or higher). Still doesn't crumble as slowly as softly as I want it to but it's a start. Thanks again!
Thanks a lot for your message buddy ! I really appreciate it In the details panel of your Geo Collection mesh, look for "Damage"/"Damage Threshold"; lower the 3 indexes to something like "500". You'll see the simulation crumble more easily. Also, don't hesitate to download "Content Example" project from Epic. You'll see a lot of different Fracture examples, with all details and settings
@@ProjProd that helped for sure, thanks so much friend. I'd probably have a million more questions but I'll leave you with this - I've watched your tutorial, successfully cached, now animated and simulated correctly, got into sequencer and playback looks great. However, when I render out of MRQ, for some reason it renders the fracturing at half frames, as in it looks more like a 12fps fracture than 24fps which the project is set to. In UE viewport its butter smooth and runs just like everything else in the scene does, but not when rendered. Watch the statue on left side and see how the fracturing is frame stepping instead of smooth so weird ruclips.net/video/Atl7M2nwq98/видео.html
Just a reminder !
If you rotate or scale your model before converting your static mesh to a Geometry Collection, make sure to "BakeRS" (via Modeling Mode).
Otherwise your cache record will be affected and you may get jitter/instability in your bake. 👋
thanks ! I was looking for something in Spanish... but you explain very well
Thanks for taking the time to comment and giving me your feedback despite the fact that the video is in English haha!
I hope everything was clear to you! 😇
Thank you for your support! 😃😃
No video has explained this so well, thank you so much!
Thanks for watching bro !! ❤️
Thank you for this video! I was struggling with putting chaos fracture in the sequencer, but your video helped me get it right away.
So glad it helped !Getting simulation in the sequencer is never easy task ! Thanks for your message 🙏
As always, you explained this perfectly so everyone can follow every step!
Thank you so much Ludovic !!
Thank you for the tip, I don't think I'd have worked that out myself :)
You’re welcome ! Tell me what’s going on ? You can’t retrieve the cached animation in your sequencer ? 🤔
Nothing seems to be working in UE 5.4 with fracture in the sequencer. Shows up fine in the preview but will not record the chaos fracture to video. Any Help?
You saved my work, i have drag and drop this manager to viewport and that is not showing the RECORD mode. Thanks
the chaos cache doesn't seem to trigger the notify for breaks, collisions or trailing, so how to I get any smoke or dust?
Hi man, I've just answered your question in my last video, maybe it'll be more useful than explaining everything in writing! I hope you like it 🤩
Oh, thanks man, it means a lot to me :)@@ProjProd
pretty cool, thanks for sharing!
With pleasure !!
great tutorial.. thanks!
Thank you soooo much 🙏🏼
Excellent and incredible, how does this not have more views? Coming from more cinematic background in 3D this is the kind of stuff we're looking for with the sequencer and MRQ. My sim is a bit more of statues crumbling gradually instead of exploding or being hit - do you have any fracture tips for how to do that? I've had some success in lowering the gravity of scene via project settings, as well as reducing mass (kg) and really pumping up angular and directional dampening in physics for the MasterField to a ridiculous number (40,000 or higher). Still doesn't crumble as slowly as softly as I want it to but it's a start. Thanks again!
Thanks a lot for your message buddy ! I really appreciate it
In the details panel of your Geo Collection mesh, look for "Damage"/"Damage Threshold"; lower the 3 indexes to something like "500". You'll see the simulation crumble more easily.
Also, don't hesitate to download "Content Example" project from Epic. You'll see a lot of different Fracture examples, with all details and settings
@@ProjProd that helped for sure, thanks so much friend. I'd probably have a million more questions but I'll leave you with this - I've watched your tutorial, successfully cached, now animated and simulated correctly, got into sequencer and playback looks great. However, when I render out of MRQ, for some reason it renders the fracturing at half frames, as in it looks more like a 12fps fracture than 24fps which the project is set to. In UE viewport its butter smooth and runs just like everything else in the scene does, but not when rendered.
Watch the statue on left side and see how the fracturing is frame stepping instead of smooth so weird ruclips.net/video/Atl7M2nwq98/видео.html
How can I stop the sequencer from looping and keep everything in place at end
You've got a little Loop Arrow Icon at the bottom of the Sequencer !
Did this but how to make it so starting the game doesn't trigger the fracture?
This workflow is for cinematic purposes. You’ll need to add extra logic in Blueprints to avoid simulation starting from a Begin Play.
Merci!
Thank bro
Always a pleasure 😊
Tks!
0:54 UE5 Fracture_2
Bruh