Simplest way to use Fracture / Chaos in Sequencer - Unreal Engine 5
2024 ж. 23 Мам.
3 248 Рет қаралды
Running simulation is great! But when you try to cache it and replay it in your sequencer, it can be tricky and frustrating.
In this video, I show you how to bring your Chaos Cache Manager from your Fracture simulation into your Sequencer, in the most simple and direct way !
No blah-blah guaranteed... !
🎁 Support my caffeine addiction fund and ensure I stay awake enough to keep creating content :
/ projprod
🧤Our courses :
www.projprod.com/courses-1
♥️ Follow us on :
Instagram : / proj_production
LinkedIn : / stephane-biava
#fracture #unrealengine #sequencer
00:00 Intro
00:40 Scene Setup
01:00 Fracture Setup
02:37 Anchor and Master Fields
05:39 Cache Manager
08:38 Simulation in Sequencer
10:20 Outro
Just a reminder ! If you rotate or scale your model before converting your static mesh to a Geometry Collection, make sure to "BakeRS" (via Modeling Mode). Otherwise your cache record will be affected and you may get jitter/instability in your bake. 👋
As always, you explained this perfectly so everyone can follow every step!
Thank you so much Ludovic !!
great tutorial.. thanks!
Thank you soooo much 🙏🏼
No video has explained this so well, thank you so much!
Thanks for watching bro !! ❤️
Thank you for this video! I was struggling with putting chaos fracture in the sequencer, but your video helped me get it right away.
So glad it helped !Getting simulation in the sequencer is never easy task ! Thanks for your message 🙏
pretty cool, thanks for sharing!
With pleasure !!
Thank you for the tip, I don't think I'd have worked that out myself :)
You’re welcome ! Tell me what’s going on ? You can’t retrieve the cached animation in your sequencer ? 🤔
You saved my work, i have drag and drop this manager to viewport and that is not showing the RECORD mode. Thanks
Merci!
Excellent and incredible, how does this not have more views? Coming from more cinematic background in 3D this is the kind of stuff we're looking for with the sequencer and MRQ. My sim is a bit more of statues crumbling gradually instead of exploding or being hit - do you have any fracture tips for how to do that? I've had some success in lowering the gravity of scene via project settings, as well as reducing mass (kg) and really pumping up angular and directional dampening in physics for the MasterField to a ridiculous number (40,000 or higher). Still doesn't crumble as slowly as softly as I want it to but it's a start. Thanks again!
Thanks a lot for your message buddy ! I really appreciate it In the details panel of your Geo Collection mesh, look for "Damage"/"Damage Threshold"; lower the 3 indexes to something like "500". You'll see the simulation crumble more easily. Also, don't hesitate to download "Content Example" project from Epic. You'll see a lot of different Fracture examples, with all details and settings
@@ProjProd that helped for sure, thanks so much friend. I'd probably have a million more questions but I'll leave you with this - I've watched your tutorial, successfully cached, now animated and simulated correctly, got into sequencer and playback looks great. However, when I render out of MRQ, for some reason it renders the fracturing at half frames, as in it looks more like a 12fps fracture than 24fps which the project is set to. In UE viewport its butter smooth and runs just like everything else in the scene does, but not when rendered. Watch the statue on left side and see how the fracturing is frame stepping instead of smooth so weird kzhead.info/sun/dNilZ7FqpamnbHA/bejne.html
the chaos cache doesn't seem to trigger the notify for breaks, collisions or trailing, so how to I get any smoke or dust?
Hi man, I've just answered your question in my last video, maybe it'll be more useful than explaining everything in writing! I hope you like it 🤩
Oh, thanks man, it means a lot to me :)@@ProjProd
Tks!
Thank bro
Always a pleasure 😊
Did this but how to make it so starting the game doesn't trigger the fracture?
This workflow is for cinematic purposes. You’ll need to add extra logic in Blueprints to avoid simulation starting from a Begin Play.
0:54 UE5 Fracture_2
Bruh