Yeah, I assumed this would be nearly impossible. The above effects I did with Pflow data op, and I think it's even much more easier achievable with Tyflow.
I am not a programmer, but here's my thoughts on how this, maybe, can be achieved.
Let's say, both objects have the exact same amount of fractures (100). Fracture 1 flies to fracture 2, fracture 2 to 2, 3 to 3... etc. After they achieve the desired position (by pivot center), fracture from object 1 compare the distance of his vertecies to the target fracture vertecies. He moves his vertecies to target vertecies by "closest" distance (doesn't matter if it has more or less verticies, some of them may well overlap). We then bake that animation (or information), and move it back to the flying part.
Does this make sense?
Anyway, not really important this effects, and probably can be faked in many situations, but this is subforum for any kind of possible or impossible suggestions.
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4) It would be nice if Voronoi fracture can fracture in more random (noise) so fragments look more natural.
Sample a)
Adding like secondary points (red), over the regular points (blue), and ability to play with noise values.
Or noise on slice planes.
Sample b)
This is probably easier. Similar to what Rayfire can do. Just frag it to smaller pieces, then merge (and weld vertecies) of several of them together.
I've tried with bind to do this, but couldn't really find an option for this particular binding.
I was thinking just adding a "simulate" button would do the trick. Something like cloth modifier have.
It's not really important , thou, especially, if it can lead to bugs, and errors.
Btw, here is the test I did, and that inspired my suggestion on 4.
https://www.youtube.com/watch?v=e00pMSQQYoM
I would kind of liked, if these initial frags are more natural looking.
I could probably do it with Rayfire + Tyflow, but why not all in Tyflow?
I am not a programmer, but here's my thoughts on how this, maybe, can be achieved.
Let's say, both objects have the exact same amount of fractures (100). Fracture 1 flies to fracture 2, fracture 2 to 2, 3 to 3... etc. After they achieve the desired position (by pivot center), fracture from object 1 compare the distance of his vertecies to the target fracture vertecies. He moves his vertecies to target vertecies by "closest" distance (doesn't matter if it has more or less verticies, some of them may well overlap). We then bake that animation (or information), and move it back to the flying part.
Does this make sense?
Anyway, not really important this effects, and probably can be faked in many situations, but this is subforum for any kind of possible or impossible suggestions.
----------------------
4) It would be nice if Voronoi fracture can fracture in more random (noise) so fragments look more natural.
Sample a)
Adding like secondary points (red), over the regular points (blue), and ability to play with noise values.
Or noise on slice planes.
Sample b)
This is probably easier. Similar to what Rayfire can do. Just frag it to smaller pieces, then merge (and weld vertecies) of several of them together.
I've tried with bind to do this, but couldn't really find an option for this particular binding.
Quote:2) That's controlled by max unfortunately, not tyFlow. Nothing I can do about it trying to skip frames....tyFlow merely sims whatever frame max tells it to, and the slower the sim, the more frames max will tell tyFlow to skip in order to try and keep playback realtime.
I was thinking just adding a "simulate" button would do the trick. Something like cloth modifier have.
It's not really important , thou, especially, if it can lead to bugs, and errors.
Btw, here is the test I did, and that inspired my suggestion on 4.
https://www.youtube.com/watch?v=e00pMSQQYoM
I would kind of liked, if these initial frags are more natural looking.
I could probably do it with Rayfire + Tyflow, but why not all in Tyflow?