|
Author
|
Message
|
|
RobertoColombo
|
RobertoColombo
Posted 8 Years Ago
|
|
Group: Forum Members
Last Active: 4 Years Ago
Posts: 1.6K,
Visits: 3.0K
|
Hello,
I am struggling with the following problem: to cell-fracture an object in Blender and import the result to iClone, where I would hope to see all the generated objects as separated props.
1st attempt I made was to select all the generated object in Blender and export as .obj (paying attention to select Material Group option, otherwise in 3DX6 the various objects are merged back together). When imported in 3DX6, I can see 1 object with multiple pieces of mesh... (each piece of mesh corresponds to one of the Bledner objects). This way, when exported into iClone, I generate one prop only... no good :-(
Hence, I tried a different approach: to create a parent-child relationship in Blender, where the parent is a dummy object and the children all of the cell-fractured objects. When exported and imported into 3DX6, the parent-relationship is gone: still one single prop with many pieces of mesh.
Obviously being forced to assign manually each piece of mesh as sub-prop in 3DX6, as they are hundreds.... Any idea ?
Thanks for any advise Cheers
Roberto
My PC: OS: Windows 10 Pro English 64-bit / CPU: Intel i7-9700 3.6GHz / MB: ASUS ROG Strix Z390 RAM: 32GB DDR4 2.6GHz / HD: 2TB+3TB / SSD: 2x512GB Samsung 860 EVO + 1x2TB Samsung VB: Palit GTX2080 TI GamingPro 11GB / AB: embedded in the MB and VB (audio from the MOTU M4 I/F) / DirectX: 12
|
|
|
|
|
Rampa
|
|
|
Group: Forum Members
Last Active: 2 Weeks Ago
Posts: 8.2K,
Visits: 62.6K
|
I think you hit "P" and select "all loose parts".
|
|
|
|
|
RobertoColombo
|
RobertoColombo
Posted 8 Years Ago
|
|
Group: Forum Members
Last Active: 4 Years Ago
Posts: 1.6K,
Visits: 3.0K
|
Hi Rampa,
what you refer to is about how to separate things in Blender. in reality, in Blender the objects are already separated (the Cell Fracture plug in creates N separated objects) and my problem is how to bring this separation into iClone. Once the .obj is exported from Blender and got into 3DX6, I lose the object separation and I am left with 1 object composed of N sub-meshes. Then, I can always manually create the sub-prop, but if the number of sub-meshes is elevated, it takes ages (I wonder if 3DX7 will also have some APIs.... this might solve the problem...) There shall be a way that does not go through a long and boring manual conversion... :doze:
Roberto
My PC: OS: Windows 10 Pro English 64-bit / CPU: Intel i7-9700 3.6GHz / MB: ASUS ROG Strix Z390 RAM: 32GB DDR4 2.6GHz / HD: 2TB+3TB / SSD: 2x512GB Samsung 860 EVO + 1x2TB Samsung VB: Palit GTX2080 TI GamingPro 11GB / AB: embedded in the MB and VB (audio from the MOTU M4 I/F) / DirectX: 12
|
|
|
|
|
Rampa
|
|
|
Group: Forum Members
Last Active: 2 Weeks Ago
Posts: 8.2K,
Visits: 62.6K
|
I could not find a way either.:(
It's a limit at the 3DX step, rather than the modeling step. I like your idea of open API for 3DX. It should also be a feature in 3DX. Currently we can add a bunch of meshes to a sub-prop, but it should have an option when doing so to make each mesh its own sub-prop.
I have found that if the individual meshes are fairly low poly they can be quite "solid" as soft-body physics. That cannot be turned on and off in the timeline, but it can be baked and then put where it's needed on the timeline.
I'll put in a request for soft-body physics to have settings that make it entirely rigid, no bending of the mesh at all.
I did falling leaves that way once.
|
|
|
|
|
animagic
|
animagic
Posted 8 Years Ago
|
|
Group: Forum Members
Last Active: Last Month
Posts: 15.8K,
Visits: 31.4K
|
I wonder if FBX would work better? I don't know if the OBJ format itself supports hierarchies.
|
|
|
|
|
Rampa
|
|
|
Group: Forum Members
Last Active: 2 Weeks Ago
Posts: 8.2K,
Visits: 62.6K
|
The FBX does work better, but has not proved fruitful for me yet.
|
|
|
|
|
RobertoColombo
|
RobertoColombo
Posted 8 Years Ago
|
|
Group: Forum Members
Last Active: 4 Years Ago
Posts: 1.6K,
Visits: 3.0K
|
Same here.
The problem is that the hierarchy exists in the file but it is "lost" when the file is brought into 3DX. In reality it is "partially" lost,as the object is ow split into N sub-meshes,which were the children in the exported hierarchy. N sub-meshes, but one single object... the child objects are gone :( Worst than this, it is could be a mess to assign the materials in 3DX if not cautiously planned upfront (assuming there is a solution for this). I haven't made so many trials on this, but so far my attempts to have the same material for each sub-prop, with the ambitious target to get this with 1 click, were a total disaster :w00t:
Cheers
Roberto
My PC: OS: Windows 10 Pro English 64-bit / CPU: Intel i7-9700 3.6GHz / MB: ASUS ROG Strix Z390 RAM: 32GB DDR4 2.6GHz / HD: 2TB+3TB / SSD: 2x512GB Samsung 860 EVO + 1x2TB Samsung VB: Palit GTX2080 TI GamingPro 11GB / AB: embedded in the MB and VB (audio from the MOTU M4 I/F) / DirectX: 12
|
|
|
|
|
Rampa
|
|
|
Group: Forum Members
Last Active: 2 Weeks Ago
Posts: 8.2K,
Visits: 62.6K
|
I'm playing with using soft-body meshes for my wall chunks. I have not gotten them completely rigid, but mostly.
Where it gets really strange is the weight mapping. I need each object to have a pure white weight map. Although there is only one material, the weightmap sees a list of materials for each object, but they are the same one. But applying it only applies to one object, even with "effect all materials" checked.
I'll keep at it though! ;)
EDIT It won't work with soft-bodies. They don't want to follow "self-collision".
|
|
|
|
|
RobertoColombo
|
RobertoColombo
Posted 8 Years Ago
|
|
Group: Forum Members
Last Active: 4 Years Ago
Posts: 1.6K,
Visits: 3.0K
|
Hi Rampa,
good to see that you are trying alternative solutions to skip the 3dX problem: pretty smart! :) Nevertheless, to create chunks, Blender Cell Fracture add -on works pretty well, it's a pity to not be able to use it :angry:
For the scene I had in mind, so far I dropped the idea to use it and think to go for a solution using RL breakable object package, which has chunks formed as cubes (so not that much realistic), but I do not see other solutions right now. When I have time, I will ask Warlord (how made some breakable props in the past) if he can uncover the secret about how he did ;) :Whistling:
Cheers
Roberto
My PC: OS: Windows 10 Pro English 64-bit / CPU: Intel i7-9700 3.6GHz / MB: ASUS ROG Strix Z390 RAM: 32GB DDR4 2.6GHz / HD: 2TB+3TB / SSD: 2x512GB Samsung 860 EVO + 1x2TB Samsung VB: Palit GTX2080 TI GamingPro 11GB / AB: embedded in the MB and VB (audio from the MOTU M4 I/F) / DirectX: 12
|
|
|
|
|
Rampa
|
|
|
Group: Forum Members
Last Active: 2 Weeks Ago
Posts: 8.2K,
Visits: 62.6K
|
|
|
|
|