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Voronoi Fracture on Animated objects


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Well without telling us what is the real issue here, it will be hard to say. We simply would need more information on the issue you have. A scene file, video or simply better explanation of what is that you are trying to accomplish.

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  • Cerbera changed the title to Voronoi Fracture on Animated objects
  • 1 year later...

Voronoi Fracture is a generator with the object to fracture as an input. It will keep fracturing it when it animates with based on the settings that you have. I assume what you want is to keep the fracture cuts in same location relative to the bind pose while the animation is running. One way of achieving this is to make sure the sources of the facture pieces move along with the animation. Use a MoGraph Matrix to generates matrices on the surface of your character. Replace the current source generator in the voronoi fracture generator with the the matrix. Now you should be getting a "stable" fracture that doesn't flicker.If you have an off by 1 issue, make sure that the matrix object is below (vertically lower, not as in "child") as the character mesh. Also note that if you use the "Offset Fragments" parameter, some of your voronoi cells may collapse. This will change the index of the fracture pieces and will cause issues with anything that requires the index to be stable (colorize fragments, variation shader,...). 

Alternatively you could try fracturing the bind pose of your character and use the animating surface (deformed by the skin deformer) as a cage for a mesh deformer that deforms your fracture pieces. Not sure if that works reliably, but it's worth trying. 

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