Can Voronoi Fracture and Cloner Join Forces?
MFVis last edited by Dr. Sassi
The goal is to have a sphere covered with cloned objects, explode on impact using the Voronoi fracture. The cloned objects need to have dynamics independent of the Voronoi sphere, but affected by it. The idea is the exterior and interior components have different properties and react differently to the impact.
First I used a cloner to add smaller objects to the surface of the Voronoi sphere - imagining that the cloned objects would track the Voronoi fragments when it exploded. That didn't work.
Next I created a second sphere without Voronoi fracture and ran both together. The cloned objects touch each other, so I set the dynamics to trigger on collision, but it blows up from the start - I assume because both sphere objects occupy the same space. I used a plain effector to offset the clones so they wouldn't touch the target sphere, but that didn't work either.
I've seen this sort of thing work before, but I'm clearly missing a checkbox.
Dr. Sassi last edited by
I hope I get your target correctly.
What you like are two independent systems that work together anyway. Correct.
I baked the Voronoi Fracture setup into an Alembic and de-activated the initial Voronoi Fracture setup.
Voronoi Fracture Object selected: Object Manager> Object> Bake Alembic.
Since the motion of the sphere is short, I just traced it. While moving and matching the position, I keyframed the start and end of it, then one in the middle, and perhaps some more.
In the F-Curve Editor, you will see a specific Curve now. That should work already just fine.
In the example, I took an F-Curve. Snapshot, and deleted all keyframes except the first and the last, then called up the Snapshot and used only two keyframes to shape the F-Curve. It is smoother that way.
My best wishes for your project