Common Issues

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= Installation =
 
= Installation =
  
== Bullet doesn't load ==
+
=== Bullet doesn't load ===
  
 
If you see the error "initializePlugin function could not be found in plug-in (bullet)", then the bullet plug-in is not installed correctly. It should remain inside the fracture_plugins directory, since it is a plug-in to fracture, not a separate plug-in to Maya. fracture_plugins should be placed alongside the fracture.mll/.bundle/.so. Once it's in the correct directory, bullet can be loaded from under the solver globals in the Edit Simulator window. See [[Installing_the_plug-in|Installing the plug-in]] for more information.
 
If you see the error "initializePlugin function could not be found in plug-in (bullet)", then the bullet plug-in is not installed correctly. It should remain inside the fracture_plugins directory, since it is a plug-in to fracture, not a separate plug-in to Maya. fracture_plugins should be placed alongside the fracture.mll/.bundle/.so. Once it's in the correct directory, bullet can be loaded from under the solver globals in the Edit Simulator window. See [[Installing_the_plug-in|Installing the plug-in]] for more information.
  
== What do I do with the devkit folder? ==
+
=== What do I do with the devkit folder? ===
  
 
You can ignore the devkit folder, it does not need to be installed to use the plug-in. The devkit is intended for developers at larger studios who wish to connect an in-house solver.
 
You can ignore the devkit folder, it does not need to be installed to use the plug-in. The devkit is intended for developers at larger studios who wish to connect an in-house solver.
  
== Fracture doesn't load on the Mac ==
+
=== Fracture doesn't load on the Mac ===
  
 
If you see this error:
 
If you see this error:
Line 18: Line 18:
 
= Using the plug-in =
 
= Using the plug-in =
  
== There's a large pyramid when I break something ==
+
=== There's a large pyramid when I break something ===
  
 
The object has to be closed, manifold (edges have no more than 2 adjacent polygons), with outward-facing normals, and no self-intersections.  
 
The object has to be closed, manifold (edges have no more than 2 adjacent polygons), with outward-facing normals, and no self-intersections.  
  
== The scene is slow when I rewind or locks up when I connect a large object ==
+
=== The scene is slow when I rewind or locks up when I connect a large object ===
  
 
Increase the 'point separation' before connecting it. This is a world-space sampling distance used to convert all objects to a point-based representation. (Enable 'Draw points' to see the point cloud.)
 
Increase the 'point separation' before connecting it. This is a world-space sampling distance used to convert all objects to a point-based representation. (Enable 'Draw points' to see the point cloud.)
  
== The sim looks wrong after baking to keys, objects are far apart ==
+
=== The sim looks wrong after baking to keys, objects are far apart ===
  
 
Make sure the scene units are centimeters. Other units are currently not supported.
 
Make sure the scene units are centimeters. Other units are currently not supported.
  
== The simulation sometimes explodes using the internal solver ==
+
=== The simulation sometimes explodes using the internal solver ===
  
 
Set a velocity limit. Use the numeric display (before or after baking to keys) to find a sensible maximum value.
 
Set a velocity limit. Use the numeric display (before or after baking to keys) to find a sensible maximum value.
  
== The simulation sometimes explodes immediately with Bullet ==
+
=== The simulation sometimes explodes immediately with Bullet ===
  
 
Change the shape class to btGImpactMeshShape. Sometimes bullet has problems dealing with collision between convex and non-convex objects.
 
Change the shape class to btGImpactMeshShape. Sometimes bullet has problems dealing with collision between convex and non-convex objects.
  
== I cannot animate things without the solver running ==
+
=== I cannot animate things without the solver running ===
  
 
Uncheck active on the simulator globals tab.
 
Uncheck active on the simulator globals tab.
  
== Deformable collision objects don't work with Bullet ==
+
=== Deformable collision objects don't work with Bullet ===
  
 
These are only supported by the internal solver.
 
These are only supported by the internal solver.

Revision as of 04:32, 11 April 2013

Contents

Installation

Bullet doesn't load

If you see the error "initializePlugin function could not be found in plug-in (bullet)", then the bullet plug-in is not installed correctly. It should remain inside the fracture_plugins directory, since it is a plug-in to fracture, not a separate plug-in to Maya. fracture_plugins should be placed alongside the fracture.mll/.bundle/.so. Once it's in the correct directory, bullet can be loaded from under the solver globals in the Edit Simulator window. See Installing the plug-in for more information.

What do I do with the devkit folder?

You can ignore the devkit folder, it does not need to be installed to use the plug-in. The devkit is intended for developers at larger studios who wish to connect an in-house solver.

Fracture doesn't load on the Mac

If you see this error:

// Error: line 1: Unable to dynamically load : /Users/Shared/Autodesk/maya/2013/plug-ins/fracture.bundle
does not match the current architecture //

then the file is likely corrupted, and is not being identified as a 64-bit bundle. Reinstall the plug-in from the zip archive you downloaded.

Using the plug-in

There's a large pyramid when I break something

The object has to be closed, manifold (edges have no more than 2 adjacent polygons), with outward-facing normals, and no self-intersections.

The scene is slow when I rewind or locks up when I connect a large object

Increase the 'point separation' before connecting it. This is a world-space sampling distance used to convert all objects to a point-based representation. (Enable 'Draw points' to see the point cloud.)

The sim looks wrong after baking to keys, objects are far apart

Make sure the scene units are centimeters. Other units are currently not supported.

The simulation sometimes explodes using the internal solver

Set a velocity limit. Use the numeric display (before or after baking to keys) to find a sensible maximum value.

The simulation sometimes explodes immediately with Bullet

Change the shape class to btGImpactMeshShape. Sometimes bullet has problems dealing with collision between convex and non-convex objects.

I cannot animate things without the solver running

Uncheck active on the simulator globals tab.

Deformable collision objects don't work with Bullet

These are only supported by the internal solver.

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