CaronteFX is a highly integrated, physically based animation tool (as an Editor Extension) for Unity. It aims at providing the necessary tools to create high quality off-line cinematics that can be played later during the game. It works in Unity 5 or higher, both Free & Pro.
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Okay, I’ve built a wooden door that breaks apart when hit by a metal ball (trigger by contact).
How do I keep the door from fracturing on simulate (tried glue but the parts go crazy, tried high kinetic friction but that makes the pieces stay too much where they fall)?
While I’m at it, how do I run the simulation in game mode? (okay, found this)
I’m using the substitute node, but my original object(s) are still in the scene.
In play mode my fracturing objects are not colliding with the player, do I add the player to the sim? (no, disaster).
Thanks
There are several options to avoid the door pieces to separate when you start simulating: for example you could have an non-broken irresponsive version of the door that gets substituted by a broken rigid body version when hit by the metal ball (by connecting a trigger by contact to a substituter node), this will handle the visibility of the different objects automatically.
You may want to take a look to the barrel example that is included in the latest version of our package, I think it’s similar to what you are trying to accomplish. In this example the barrel is substituted by a broken version when it touches the floor, the positions and velocities of the original pieces are preserved and the visibility is automatically handled by the substituter node.
Once you bake the simulation, the baked GameObject will contain the destruction animation ready for playing in Unity play mode, you can also make a prefab of it for use in any other scene. We also allow to bake specific frames of the simulation, for example you could bake the end frame of the door destruction simulation and add PhysX colliders to it so the player could collide with the fragments after the simulation is played.
I´ve made a couple of testings in Unity 5.3.4 version and I´ve got some errors when I try to bake the animations: Couldn’t create asset file! UnityEditor.AssetDatabase:CreateAsset(Object, String) CaronteFX.CRBakerGOAnim:CreateAssetAndAnimationComponent(MemoryStream) (at Assets/CaronteFX/Editor/Animation/CRBakerGOAnim.cs:1160)
Thanks for your feedback. We have done some testing in version 5.3.4 and can’t reproduce your issue. Does it happen to you in any 5.3.4 project? The log make me think that it could be related to file system permissions. Could you fill a support ticket in the following link so we can further investigate the issue?
Updated to Unity5.3.4p1 and reimported Caronte into my project and I don´t have problems baking anims so far. Maybe something wrong with my project files as you comment in your last reply.
Thanks for the support and for this awesome tool!
Diego
After an object fragments, the inside faces of the gameobject appear checkered. How is this corrected?
Also, we have a simulation in MatLab using Simulink to control the motion of a gameobject. At runtime, the gameobject’s transform / rotation updates every frame and moves according to the simulation. Can I use CaronteFx to record the gameobject’s motion at runtime and bake the motion into an animation for later playback?
Hello, the new inside faces are assigned a checkered material by default to properly visualize the newly generated UVs, but you can change it to any other material of your choice by changing the Interior faces material property in the fracturer node.
We also provide a tool to substitute a material for another material in a whole GameObject hierarchy. You can do that through the Material Substituter tool that can be found in the Fractures & Tools section of the plugin.
You can’t use CaronteFX to record the motion of a GameObject at runtime but you could use Unity and some scripting for that.
It depends on what you are trying to achieve, but yes, to play the animation you just have to set the animate property to true. So for example you can untick the animate property in the CRAnimation inspector (which is set to true by default) so it won’t start animating, and then call from any of your scripts something similar to this:
It would be similar, you can make a manager script with contains reference to each one of the bakes and trigger the animation of the bake you want based on a condition.
You should use the unity standard for that. To get a reference to the bake you can use: GameObject.GetComponent(), being GameObject the root gameobject of the Bake (the object which contains the CRAnimation component). This way you can get a reference to each bake you want to control (animate) in playmode.
We want to announce that the full Adam film made by the Unity Demo team has been released. This tech demo makes extensive use of CaronteFX. You can check it here:
I have seen this and seems to be very interesting and useful, and well done.
I am making now a game for iOS and Android, with cars that crash into each other, but the physics crashing are not very good as we want using the unity physics, so I want to know if CaronteFx can be used for mobile games or is only for Desktop or computer based games or any other possible use for computer
Does it work only for Windows based Unity?
Of course that I understand that it will depend always on the complexity of the project and what is used to know about the possible result of performance.
Hello, keep in mind that the simulations that CaronteFX produces are precalculated offline (outside play mode) and the baked simulations can be played in any target platform that Unity supports. The playing performance will depend on the number of vertices of the deformable meshes. We have been able to run complex soft body animations in android devices.
hello , i love your product its very awesome and accurate , hard to deal with at first lack of tutorials i was wondering is it possible to play the baked simulation in multiplayer ? am using photon service and thanks