Excellent tutorial! Do you think there will be a big performance hit if you are creating destructible structures/environments using this method? For example if you constructed a building out of many Collections that can break individually? thanks
Thank you. Hmm that's an interesting question. In general as you mentioned the more items are breaking simultaneously the more computation is required depending on the machine you want it to run on. I think In that case it is probably better to group those meshes as one static mesh and then fracture it rather than doing each piece individually or at least group parts of it that make sense. I think it would probably look better that way as well.
@@SipAndCode7 This is my thinking as well, although I have seen some videos of large buildings with fractured walls, etc, using this system. I wonder if there is an efficient way to do it.
Makes sense, it's an interesting problem. I guess it's a case by case thing. Like a skyscraper would be cool to fracture the bottom and then the top. Exert force on the bottom and let physics take care of the rest. I need to try it at some point.
I really struggled with the fracture system recently, so I wish I'd had this tutorial as a reference. Thank you! Would you consider making a part 2 in which you put this functionality together with a geometry cache collection that is then used on a cinematic sequencer? I plan to explore this for a cinematic I'm creating as part of a larger movie project. In my movie scene, a character is using a drill gun to break apart rocks. I think I could either use your system here with the take recorder to capture it all, or I could first capture each rock explosion in different cache collections, drop them into the sequencer, and time it all up with mo-cap animations.
Is there a way to use this for set dressing? Or do I have to destroy them at runtime? (I've tried Keep Simulation Changes but geo collections can't be saved with that like regular assets can) I didn't think it'd be so hard to break a "natural" hole in my walls.
Great Video! Is there a way to use this for Glass objects too? If I do it your way, the Glass object looks always shattered because of the transparency :/
Hi! Just wondering if you have any idea what could cause the 5.3 engine to crash when using chaos destruction with throwable objects on destructible walls?
Hi It's hard to say like this. One possibility is that it's maybe creating too many sub pieces and it's running out of memory and crashing. Try reducing the pieces to a minimum and see if it still crashes.
@@SipAndCode7 Thanks for the response. Fortunately, I managed to fix it (even if it was by complete accident). I use physical animation, so I have pawn collision set on the mesh and ignore only pawn on the capsule. But I never turned off the destructible channel on the capsule so that the prices interacted with both the capsule and the character mesh. Why this caused the crashes, I don't really know. But it's working so I'm good.
I really enjoyed the way you show it, even if it's 18 minutes long, it was enjoyable, clear and easy to follow
Thanks for the kind words.
Excellent tutorial! Do you think there will be a big performance hit if you are creating destructible structures/environments using this method? For example if you constructed a building out of many Collections that can break individually? thanks
Thank you. Hmm that's an interesting question. In general as you mentioned the more items are breaking simultaneously the more computation is required depending on the machine you want it to run on. I think In that case it is probably better to group those meshes as one static mesh and then fracture it rather than doing each piece individually or at least group parts of it that make sense. I think it would probably look better that way as well.
@@SipAndCode7 This is my thinking as well, although I have seen some videos of large buildings with fractured walls, etc, using this system. I wonder if there is an efficient way to do it.
Makes sense, it's an interesting problem. I guess it's a case by case thing. Like a skyscraper would be cool to fracture the bottom and then the top. Exert force on the bottom and let physics take care of the rest. I need to try it at some point.
Great and simple!
I really struggled with the fracture system recently, so I wish I'd had this tutorial as a reference. Thank you!
Would you consider making a part 2 in which you put this functionality together with a geometry cache collection that is then used on a cinematic sequencer? I plan to explore this for a cinematic I'm creating as part of a larger movie project. In my movie scene, a character is using a drill gun to break apart rocks. I think I could either use your system here with the take recorder to capture it all, or I could first capture each rock explosion in different cache collections, drop them into the sequencer, and time it all up with mo-cap animations.
Ah I see. That's an interesting use case. I need to think about it as well. I'll try my best.
Is there a way to use this for set dressing? Or do I have to destroy them at runtime? (I've tried Keep Simulation Changes but geo collections can't be saved with that like regular assets can) I didn't think it'd be so hard to break a "natural" hole in my walls.
Great Video! Is there a way to use this for Glass objects too? If I do it your way, the Glass object looks always shattered because of the transparency :/
Hi! Just wondering if you have any idea what could cause the 5.3 engine to crash when using chaos destruction with throwable objects on destructible walls?
Hi
It's hard to say like this. One possibility is that it's maybe creating too many sub pieces and it's running out of memory and crashing. Try reducing the pieces to a minimum and see if it still crashes.
@@SipAndCode7 Thanks for the response. Fortunately, I managed to fix it (even if it was by complete accident). I use physical animation, so I have pawn collision set on the mesh and ignore only pawn on the capsule. But I never turned off the destructible channel on the capsule so that the prices interacted with both the capsule and the character mesh. Why this caused the crashes, I don't really know. But it's working so I'm good.
Thank you!