달력

2

« 2025/2 »

  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
2017. 3. 6. 14:57

Destructible Mesh UE4/Practice2017. 3. 6. 14:57


Destructible Mesh (Fracture)


Mesh create or import > Fracture create or import fbx


Destructible Properties Matrix

https://docs.unrealengine.com/latest/KOR/Engine/Physics/Destructibles/DestructibleProperties/index.html

https://docs.unrealengine.com/latest/INT/Engine/Performance/SystemSettings/index.html


https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1gYeJX3xX44yzOb7_kTS7FPM/-gGiEmYj4oE/

https://forums.unrealengine.com/showthread.php?922-Destructible-Meshes-Two-Part-Tutorial

https://www.youtube.com/watch?v=sKJlB_ep3lU


to move at a constant speed you can control, you should use Velocity directly. Add Impulse basically does Velocity+=impulse. while AddForce is more like a thruster, it accelerates.

Currently the only way to have multiple fractures is to import an APB file. You can use PhysXLab for that.


- RadialimpulseActor

impulse: 충격,폭파 + 가속도

force: 원점에서 밀어내는 힘.

https://docs.unrealengine.com/latest/INT/BlueprintAPI/Physics/index.html

https://docs.unrealengine.com/latest/INT/BlueprintAPI/Physics/Components/RadialForce/index.html

https://docs.unrealengine.com/latest/KOR/Resources/ContentExamples/Physics/1_3/index.html


https://forums.unrealengine.com/showthread.php?29496-Addforce-and-addimpulse

AddForce accounts for delta time and should be used for applying force over more than one frame, AddImpulse does not account for delta time and should be used for single 'pushes', like from an explosion or being thrown by a player. The reason is that if you use AddForce for throwing or an explosion, how far the object moves depends on the framerate at the exact frame the force was applied, rather than being independent of framerate like AddImpulse is



Destructible_Troubleshooting_Guide

https://wiki.unrealengine.com/Destructible_Troubleshooting_Guide


NVIDIA Apex

https://developer.nvidia.com/apex-destruction-physxlab-tutorials


ue4 fracture 는 1depth 가능

apex 는 5depth 가능


Demolition Master

http://www.andvfx.com/demolition-master/


# ue4에서는 메쉬 애니메이션 bake하지 않고 fbx 애니메이션 익스포트만으로도 애니 데이타가 넘어감.(rootbone 설정은 해줘야 하나의 오브젝트로 됨)

QuickBone Tool 1.0  - mesh animation baking script

http://www.michalorzelek.com/blog/maxscript-quick-bone-tool-1-0/

https://www.youtube.com/watch?v=iQ6HFdP8_C4


Physics Body Reference

https://docs.unrealengine.com/latest/KOR/Engine/Physics/PhysicsBodies/Reference/index.html


Collision Response Reference

https://docs.unrealengine.com/latest/INT/Engine/Physics/Collision/Reference/index.html


Using the OnHit Event in Blueprints

https://docs.unrealengine.com/latest/KOR/Gameplay/HowTo/UseOnHit/Blueprints/index.html



properties


Destructible Settings

>Damage

 Damage Threshold : 메쉬 HP 값

 Damage Spread  : Damage Radius = 데미지 x Damage Spread

 Enable Impact Damage : 부딪치는 오브젝트,프렉쳐등에 충격 데미지 /  무너지는 효과 

 Impact Damage :  Damage = Impact Force x Impact Damage

 Default Impact Damage Depth : Damage Depth

 Custom Impact Resistance : 오브젝트와 충동시 밀어내는 값 

 Impact Resistance : chunks가 물리적 데미지를 입을때 저항값, 낮게 설정하면 관통될수 있다. 

                           충돌 오브젝트  collision preset : PhysicsActor / weight 값 설정.

 -------------------

 Damage Cap : 최대 데미지 총합. 이값 이상의 데미지는 적용되지 않게 되고 파괴되지 않는다.

 Impact Velocity Threshold : 최저 속도 한계치, 한계치 속도 이상이 되어야 파괴.

 Max Chuck Speed : 최대 chunk속도, 낮은값이면 slomotion 처럼 보인다.

 Fracture Impulse Scale :파괴시 chunk 노멀 방향으로 조각난 것을 밀어내는 크기 인수.


>Debris

 잔해 life time min/max , 원점에서 멀어지면 사라지는 거리, valid bounds 크기 설정


>Flags

 Accumulate Damage : 데미지 누산, 여러번 타격 가능.

 Asset Defined Support :  support chunk 설정된 fracture에 nxscene 적용 ?

 World Support : 스태틱 메쉬와 겹치는 부분에 레벨 환경적용. 바닥에 붙거나 벽에 붙는 역할

 Debris Timeout : 잔해 timeout 설정

 Debris Max Seperation : 잔해 원점에서의 최대 거리 설정

 Crumble smallest Chunks : 가장 작은 chunk도 분해 or 삭제

 Accumulate Raycasts : 정확한 collision 검사

 Use Valid Bounds : Valid bounds 사용.

 Form Extended Structures : 겹치는 오브젝트와 하나가 된다.


>Hierarchy Depth

 chunk depth 설정. depth level에 따라 "stick"형태로 된다.


>Effects

  이펙트 추가


>Skeletal Mesh

 재질 설정


>Thumbnail


Fracture Settings


>Voronoi

 Cell Site Count : cell chunk 수

 보로노이 다이아그램

 http://terms.naver.com/entry.nhn?docId=3533967&cid=58541&categoryId=58541&expCategoryId=58541


 3dsmax rayfire voronoi

 https://www.youtube.com/watch?v=Uu2PYfK3HdY


 # fracture import 시 Material 통합문제 현재 해결되지 않았음 -> APEX는 가능.

 https://issues.unrealengine.com/issue/UE-8566


>General

 fracture 재질 uv 설정, random 생성.


Chunk Parameters

>Chunks

 Chunk Params 

 Is Support Chunk : 레벨 환경에 지원

 Do Not Fracture : fracture되지 않음

 Do Not Damage : 데미지 입지 않음

 Do Not Crumble : 부서지지 않음 , 자식이 있는 청크는 자식쪽에서 부서질수 있음.



Destructible Actor Component

Linear Damping : 높을수록 느려짐


Large Chunk Threshold : Fracture 충돌 사이즈. 수치를 높이면 그이하의 덩어리는 플레이어와 충돌하지 않음.


 

~ console command : pxvis collision


Destructible Troubleshooting Guide

https://wiki.unrealengine.com/Destructible_Troubleshooting_Guide



UE4 Learning Resource Content Creator Tim Hobson

http://timhobsonue4.snappages.com/

https://forums.unrealengine.com/showthread.php?56777-TUTORIALS-Photons-Be-Free-Mini-tutorials-and-other-curiosities


ue4 Apex,rayfire Destructibla mesh tut

https://www.youtube.com/watch?v=HSGCr-xqit0&index=2&list=PLm2aqn-LqKX6VJfACurmJEK7YSwerMIa6



Fracturemesh Chunks location (code)

https://answers.unrealengine.com/questions/102537/get-location-and-rotation-of-a-chunk-destructable.html


'UE4 > Practice' 카테고리의 다른 글

Materials  (0) 2017.04.12
[BP] Flow control node  (0) 2017.04.03
Vertex Animation  (0) 2017.03.13
Particle  (0) 2017.03.10
Unreal Engine practice  (0) 2017.02.13
:
Posted by fx0275