These settings are a bit better, but I don't think it will ever be perfect due to how the system operates and the outcome will always display one of two (if not both) behaviors.
- The GO in question will be a bit too crumbly (as in the example below), or
- The GO will be too stiff and will result in floating fragments.
These could be mitigated somewhat if all of the fragments were roughly the same size, but this isn't particularly achievable using the CellFracturing in Blender--there's always a bit of variance to the pieces...and even if all the pieces were the exact same size (volume?), their differing shapes also pose a bit of a dilemma due to the connectivity of each piece being related through the ConnectOverlapSphere property. And while I'm not entirely sure what that is, I suspect (based on the nomenclature) that it is a sphere collider of sorts with a certain float radius/diameter placed at the center (pivot?) of the object, and that the overlap between fragments/spheres is indicative of a connection.
Anyways, here's the current result
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