Common Issues

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=== 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:
 
<pre>// Error: line 1: Unable to dynamically load : /Users/Shared/Autodesk/maya/2013/plug-ins/fracture.bundle
 
<pre>// Error: line 1: Unable to dynamically load : /Users/Shared/Autodesk/maya/2013/plug-ins/fracture.bundle
Line 16: Line 13:
 
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.
 
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 =
+
= Common problems =
  
 
=== 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 fragments disappear after frame 1 ===
 
=== The fragments disappear after frame 1 ===
 
 
This means your events are not configured to break anything. The fragments visible on the start frame are a ''preview'' of what will happen when the object eventually breaks during the sim. It's the unbroken object which is injected into the simulation when you hit play, which is why the fragments look as if they've disappeared. If none of your events are configured to break anything, the entire simulation will consist of only the unbroken objects, no fragments will be produced and the fragmentGroup will remain empty. This is correct and expected behavior.
 
This means your events are not configured to break anything. The fragments visible on the start frame are a ''preview'' of what will happen when the object eventually breaks during the sim. It's the unbroken object which is injected into the simulation when you hit play, which is why the fragments look as if they've disappeared. If none of your events are configured to break anything, the entire simulation will consist of only the unbroken objects, no fragments will be produced and the fragmentGroup will remain empty. This is correct and expected behavior.
  
 
=== Crack image mode doesn't work ===
 
=== Crack image mode doesn't work ===
 
 
The texture needs to be white lines on a black background to work, NOT black lines on a white background.
 
The texture needs to be white lines on a black background to work, NOT black lines on a white background.
  
 
=== 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.
  
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=== 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.
  
 
=== Are events tied to particular objects? ===
 
=== Are events tied to particular objects? ===
 
 
No, by design events can break any number of objects, at different times and with different break properties per object. Some events may not break anything, and may only modify the dynamics properties or the custom attributes carried by objects. You can however choose to restrict events to particular objects using the ''object'' filter, or groups of objects using the ''object_set'' filter. Events are meant to be customisable. See [[Events_and_filters|Events and filters]] for more information.
 
No, by design events can break any number of objects, at different times and with different break properties per object. Some events may not break anything, and may only modify the dynamics properties or the custom attributes carried by objects. You can however choose to restrict events to particular objects using the ''object'' filter, or groups of objects using the ''object_set'' filter. Events are meant to be customisable. See [[Events_and_filters|Events and filters]] for more information.
  
 
=== Keyframed objects won't break when they collide ===
 
=== Keyframed objects won't break when they collide ===
 
 
Make sure they're both connected to the simulator. (They're connected if they're listed under the inputs tab, and still appear in the viewport when you switch off the display of polygons.) If ''both'' objects are keyframed, also make sure 'passive collide' is enabled in the solver globals, otherwise the simulator will not check for collisions between two passive (non-simulated) objects.
 
Make sure they're both connected to the simulator. (They're connected if they're listed under the inputs tab, and still appear in the viewport when you switch off the display of polygons.) If ''both'' objects are keyframed, also make sure 'passive collide' is enabled in the solver globals, otherwise the simulator will not check for collisions between two passive (non-simulated) objects.
  
 
=== How do I change the animation of a passive object? ===
 
=== How do I change the animation of a passive object? ===
 
 
Disconnect it from the simulator using the button on the inputs tab. Change the animation. Reconnect it.
 
Disconnect it from the simulator using the button on the inputs tab. Change the animation. Reconnect it.
  
 
=== How do I animate cracks? ===
 
=== How do I animate cracks? ===
 
 
The breaking pattern produced by the voronoi/split-plane/crack-image fragment modes cannot be animated. You can only animate a mask applied to that pattern, in the form of an animated texture sequence, animated procedural texture or ramp, or an animated/deforming volume. Set the localize mode to event-driven, and connect a texture or volume. Alternatively, choose Add event -> Animated -> Texture driven, from the menu under the events tab. In any case, you may want to uncheck the active flag on the simulator while keyframing, in order to stop the solver evaluating when you jump around the timeline.
 
The breaking pattern produced by the voronoi/split-plane/crack-image fragment modes cannot be animated. You can only animate a mask applied to that pattern, in the form of an animated texture sequence, animated procedural texture or ramp, or an animated/deforming volume. Set the localize mode to event-driven, and connect a texture or volume. Alternatively, choose Add event -> Animated -> Texture driven, from the menu under the events tab. In any case, you may want to uncheck the active flag on the simulator while keyframing, in order to stop the solver evaluating when you jump around the timeline.
  
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=== In Fracture FX for Maya 2015 I can't see the preview geometry, or r any extra output from the break node ===
 
=== In Fracture FX for Maya 2015 I can't see the preview geometry, or r any extra output from the break node ===
 
 
Fracture FX version 1.7.3  is incompatible with viewport 2.0 (which is the default in 2015), so all users using 2015 will have to switch the viewport back to legacy mode (renderer → legacy default viewport) to view simulator previews or any extra output from the break node (e.g. the the paths extracted from the crack image texture). This will be fixed in the next version of Fracture FX.
 
Fracture FX version 1.7.3  is incompatible with viewport 2.0 (which is the default in 2015), so all users using 2015 will have to switch the viewport back to legacy mode (renderer → legacy default viewport) to view simulator previews or any extra output from the break node (e.g. the the paths extracted from the crack image texture). This will be fixed in the next version of Fracture FX.
  
 
=== How do I get better collisions in Bullet? ===
 
=== How do I get better collisions in Bullet? ===
 
 
In the object's bullet section, increase the collision margin.
 
In the object's bullet section, increase the collision margin.
 
In the Globals --> Solver --> increase Fixed Time Step.
 
In the Globals --> Solver --> increase Fixed Time Step.

Revision as of 12:33, 29 December 2014

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.

Common problems

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 fragments disappear after frame 1

This means your events are not configured to break anything. The fragments visible on the start frame are a preview of what will happen when the object eventually breaks during the sim. It's the unbroken object which is injected into the simulation when you hit play, which is why the fragments look as if they've disappeared. If none of your events are configured to break anything, the entire simulation will consist of only the unbroken objects, no fragments will be produced and the fragmentGroup will remain empty. This is correct and expected behavior.

Crack image mode doesn't work

The texture needs to be white lines on a black background to work, NOT black lines on a white background.

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.

​ Should I scale units like mass and gravity depending on my Maya units?

Units can be whatever you want them to be. The only unit that's fixed is time (seconds). If you decide the numbers you use for distance represent meters, then gravity is meters-per-second-per-second (ms^-2). If you decide your mass is kg, then your impact force becomes newtons, and so on. They're all linked.

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.

Are events tied to particular objects?

No, by design events can break any number of objects, at different times and with different break properties per object. Some events may not break anything, and may only modify the dynamics properties or the custom attributes carried by objects. You can however choose to restrict events to particular objects using the object filter, or groups of objects using the object_set filter. Events are meant to be customisable. See Events and filters for more information.

Keyframed objects won't break when they collide

Make sure they're both connected to the simulator. (They're connected if they're listed under the inputs tab, and still appear in the viewport when you switch off the display of polygons.) If both objects are keyframed, also make sure 'passive collide' is enabled in the solver globals, otherwise the simulator will not check for collisions between two passive (non-simulated) objects.

How do I change the animation of a passive object?

Disconnect it from the simulator using the button on the inputs tab. Change the animation. Reconnect it.

How do I animate cracks?

The breaking pattern produced by the voronoi/split-plane/crack-image fragment modes cannot be animated. You can only animate a mask applied to that pattern, in the form of an animated texture sequence, animated procedural texture or ramp, or an animated/deforming volume. Set the localize mode to event-driven, and connect a texture or volume. Alternatively, choose Add event -> Animated -> Texture driven, from the menu under the events tab. In any case, you may want to uncheck the active flag on the simulator while keyframing, in order to stop the solver evaluating when you jump around the timeline.

If you don't need to see partially growing cracks inside an object, a faster alternative to the localize mode is to create an event that breaks the entire object on frame 2, but leaves the fragments passive (activate-on-break = off). Then activate the objects that touch an animated/deforming volume from a second event, e.g. Add event -> Animated -> Activate in volume.

In Fracture FX for Maya 2015 I can't see the preview geometry, or r any extra output from the break node

Fracture FX version 1.7.3 is incompatible with viewport 2.0 (which is the default in 2015), so all users using 2015 will have to switch the viewport back to legacy mode (renderer → legacy default viewport) to view simulator previews or any extra output from the break node (e.g. the the paths extracted from the crack image texture). This will be fixed in the next version of Fracture FX.

How do I get better collisions in Bullet?

In the object's bullet section, increase the collision margin. In the Globals --> Solver --> increase Fixed Time Step.

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