#Blast/Fracture Gem

1 messages · Page 1 of 1 (latest)

magic creek
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I have actually uploaded my current work in progress on Blast gem earlier: https://github.com/rossbridger/O3DE-Blast-Gem. It is currently far from working and needs a lot of clean up, but it compiles and (mostly) doesn't depend on PhysX gem. (SceneAPI pipeline links with PhysX in order to bake collision mesh, but it doesn't function properly anyway)

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As I mentioned earlier, one way to make pre-generated animation working is to add a skeleton the fractured mesh so that emfx can handle the animation and it's still possible to enable physical simulation with blast after playback.

faint violet
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This is an excellent call out for live bridge tech since it's a good idea to drive the EMFX until its wheels come off while we develop next gen tech

faint violet
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One of our fav test subjects is a wooden watch tower BTW, they explode quite nicely, lol

magic creek
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We will need a dcc exporter for blast, need a find a python wrapper for the underlying C++ API

faint violet
magic creek
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Maybe the code is still buried somewhere in the old lumberyard repo so that it can be repurposed for blender

faint violet
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Ya, that's where I left off when I was looking at this two years or so ago. I actually work with porting Houdini SOPs and features to other platforms. It's a bit of work but it can be done. There will be parts missing that have to be built out or faked. My team has ported OpenVDB tooling from Houdini to blender. If anything it does show and algorithm or what I like to call a checklist of steps.