Kaboom V1

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‘Clean Project’ delete baked fractured groups and clean blend file to be readable by a non kaboom blender user |
1_ Fracture Objects
Select the object to fracture

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Select the object to fracture,choose the fracturing mode in the first buttons line:
‘Own particles’,’Child Particles’,’Own Vertices’,’Child Vertices’,’Grease Pencil annotation’
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Scale proportions for resulting shards |

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Number of shards |

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Then click Fracture to see the result
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2_ Fractured Groups List
The fracture result is stored in a Fractured Group, visible in the Fractured Group List.

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Name of the group can be edited by the collection name in the outliner
select group objects
delete group objects, fractured group and restore object source
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Flags mean that the group objects
‘are baked’
‘have debris particles’
‘have smoke particles and fluid modifier’
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Create new fractured group with a selection of objects |

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Create roughed cut to shards inner of the active fractured group.
Fractured Group must be BAKED
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Rough Cut parameters of the active fractured group
‘Apply’ is a converting to mesh. This kills all object’s modifier (particles)
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3_ Simulation
There are 2 simulation method : BLAST or KRUMBLE
BLAST: It is done with the Blaster Tool

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Add blaster to scene. |

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Core radius is the influence distance of the force applied to the shards.
Dynamic Range is the influence distance to enable the dynamic of the shards.
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Force apply to shards in the Blaster Core Radius.
← Radial Force + random percent
← Directional Force + random percent
← Spin + random percent
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The simulation will creates rigid body objects , creates initial motion of shards that are influenced by the blaster Core and animates the dynamic activations

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Range of Rigid Body World of rhe blender scene
‘Reset’ is a tool that help the user to delete cache of the rigid body world
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for simulation affects all fractured group, if not, only the active fractured group will be silmulated
this update viewport during the simulation
To launch the simulation click on ‘Blast !’
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KRUMBLE : Creates rigid body objects and add dynamic activation keyframe to the active group shards at the current frame of the scene

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Create dynamic keyframe at the current frame of the timeline to the active fractured group objects |
4_ Rigid Bodies
The simulation uses the blender interne rigid body engine. Here parameters of RB objects can be edited

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Add Breakable or Fixed Constraints to selected Rigid Body Objects
Update Strength value to selected Rigid Body Objects Constraints
← Remove by Group or Selection
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Update mass of Rigid Body Objects
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Set selected Object to Passive Dynamic Rigid Body Object |
5_ Baking Simulation to Keyframes
This operation is necessary to add rough cut or add particles

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Bake all fractured Groups to Keyframes
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6_ Particles and Smoke

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Buttons to switch between particle mode |

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Add Debris, particle systems use the "Parts Collection" for instances. If the collection selector is empty , kaboom creates automaticly a new collection with debris instances. |

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Hide/Show particles in viewport
← Particles instances collection
← Remove particles of the active fractured group
← Acceleration limit trigger
← Duration of emission in frames
← Number of particles emitted
← Percent of count for collision emission
← Copy active particle system parameters to all other
← Decals + or - particles emission times
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Copy selected object particles parameters to all of active fractured group objects |

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Add Smoke Emission on active fractured group |

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Hide/Show
← Remove particles of the active fractured group
← Intensity of emission on move
← Intensity of emission on deflagration (explode and collision)
← Intensity of vertically emission on collision
← Update Smoke of the active fractured group
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Copy selected object fluid parameters to all of active fractured group objects
← Add Smoke domaine with auto size of bounding box the selected objects
← Add an animated turbulence field in the scene
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Standards Particles cache operators
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