Hi all, quick-ish question:
I'm working on a game and am using Max for the modelling. I have a system where object go through phases of destruction, with bits falling off as they become more and more damaged. To this end, I need to create models in various stages of destruction, and each stage needs to have the main model, as well as the individual chunks that fall off as separate models.
So far I've been using booleans and/or poly cutting to lop bits out, but neither method is particularly efficient. As I have many, many, many models to work through, and each one needs multiple phases of destruction, I have ahead of me a huge task to make hundreds of bits of debris and destroyed objects.
So the question is - does anyone know of a quick and easy way to separate chunks of arbitrary shape from a mesh?
If there's a tool that allows me to draw a shape and use it to slice through a mesh using that shape, that would be ace. If it filled in the created holes too, that would be wonderful. (and I've tried shapeMerge but it only seems to cut polys that are perpendicular to the shape, so it's not much use for separating out complex chunks of debris)
Replies
Just tried Voronoi Fracture, pretty cool!
That's pretty much the job of the 'ProCutter' Compound object in Max, that will also cap the holes for you, but if that's not efficient enough either there are a few very nice fracture scripts out there, one is the aforementioned 'Fracture Voronoi', the other one is 'Vorofrag', also available on ScriptSpot...
ProCutter looks like it's a few steps faster than ProBoolean, so thanks Minato, that looks like being my best bet. I don't know how I've missed that tool all this time - I think I must just automatically go to ProBoolean when chopping stuff up.
[ame="