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Pulldownit for 3D MAX > Version Logs
Version Logs
Update 4.1

10/12/2018

This update features a number of fixes of previous version.

FIXES:

* Fixed vertex color shatter almost ignores small white areas
* Fixed 3ds Max crash when change of tab and fracture body selected in list
* Fixed pdi crackers can be shattered when selected along with an object
* Fixed pdi crackers can be set wrongly as rigid bodies
* Fixed local shatter fits points to surface incorrectly in concave areas
* Fixed convex hull volume crash sometimes for hi-poly models
* Fixed modify jaggy Amplitude override soften value
* Fixed selected fracture body outline is visible after resetting the scene
* Fixed shards shearing in  dynamics if original shape has scale transform
* Fixed transfer keys range set to the number of source keys in place of time range
* Fixed vertex color shatter fits points to convex hull in place of original shape
* Fixed modify local jagginess doesnt affect neighbors
* Fixed delete local jagginess doesnt affect neighbors
* Fixed local jagginess now applies to cut faces of neighboring fragments
* Fixed set all values to default in frame diferent than 1 spoil fracture body

Release 4.0

07/06/2018

Enhancements:

New shatter option for using a volume shape as source

New Adquire Shatter style Jagginess is now independent of mesh tessellation

New soften edges UI parameter for jagginess

New option to apply jaggines to broken fragments only

Speed up Fractures solver 30%

New ability to pull apart pieces of an animated object in dynamics at desired frame

New ability to reset scene keeping animation keys for selected objects

Fracture body Hardness, Friction and Bounciness can be animated

Clusterize parameter now depends on object hardness

Cluster break energy is now independent of mass

First hit bodies which eventually doesnt move are excluded from baking keys

 

Fixes:

--------

* Fixed shatter history points doesnt match the object transform in frame diferent than 0 for animated objects
* Fixed animated bodies fails to compute vertex velocities sometimes
* Fixed shatter a non animated parent node hide all its shilds in viewport
* Fixed firts hit fbodies arent activated if impact body mass is less than its own mass
* Fixed shatterit tool doesnt detect when PDI cluster selected
* Fixed disabled fbodies slow down simulation
* Fixed deleting a fracture body doesnt delete the rigid bodies belonging to clusters
* Fixed create an animated fracture body in frame diferent that start frame get initial position lost
* Fixed 3d Max reset badly single rigid bodies when current frame is diferent than start frame
* Fixed 3d max dont return to Hi-quality viewport after preview mode
* Fixed relative to mass value is ignored for linked to anim fbodies if users changes the start frame
* Fixed faces marked with 3ds Max flags are sometimes mistaken as cut faces by the plugin
 

Update 3.8.8

26/03/2018

Enhancements:

Available for 3d Max  2019


Fixes:
-------

* Fixed switching a fracture body static ON/OFF makes it to ignore its velocity parameters
* Fixed cannot disable fracture bodies
* Fixed unbreakable activation at frame fractures moves in advance sometimes
* Fixed 3d Max crash if user delete the source node assigned for shattering
* Fixed 3d Max crash if user delete shatter path node when it is assigned for shattering
* Fixed 3d Max crash after scene new if source object for shattering was selected.
* Fixed vertex normals for objects with rotate transform are incorrect after shattering.
* Fixed jaggy framents get cut material lost when its slot is diferent than 1    

Update 3.8.7

08/05/2017

Enhancements:

*Available for 3d Max  2018


Fixes:
-------

* rigid bodies are now deleted when deleting the fracture body they belong to
* Fixed "activation at frame" option doesnt adquire momentum
* Fixed shatter points doesnt match the object transform in frame diferent than 0 for animated objects
* Fixed animated objects doesnt reshatter correctly in frame diferent than start frame
* Fixed fracture body ability to spin is blocked if changing mass when the object is broken
* Fixed shatterit crash for meshes made of diferent parts sometimes
* Fixed crackes cannot fracure bodies anymore
* Fixed 3d max crash when setting a degenerate fragment in dynamics
* Fixed 3d max crash crash if doing shatter preview after user remove manually the fragments
* Fixed pdi primitives doesnt update for animated fracture bodies when scrubbing the timeline
 

Update 3.8.6

25/02/2017

Enhancements:

* Shatter support Vertex color
* New  Vertex color shatter style
* New set All Values to Defaults fracture option
* Current basic fracture options are saved after deleting the fracture body

Fixes:
-------


* Fixed local shatter locator disappears when changing object position or object is animated
* Fixed pdi modifiers appears in the modifiers list and they shouldnt
* Fixed original object turns not renderable after Shatter Undo All
* Fixed create fracture body makes 3ds max stuck with some complex models
* Fixed local shatter style crash when user set 0 shards
* Fixed Undo Last shatter ignores create  rigid bodies option
* Fixed changing centre mass get initial position lost
* Fixed 3d max crash when doing shatter undo all after isolate fragments
* Fixed Shatter fails if mesh have several edit poly/edit mesh  modifiers applied
* Fixed changing num shards interact badly with hi-poly meshes
* Fixed shatter preview mode slow down with hi-poly meshes
* Fixed application crash when shattering some complex non-convex models

 

Update 3.8

14/06/16

Enhancements:

* Available for 3ds Max 2017
* New Wood splinters reshattering scheme
* New "detect mesh groups" shatter option for shattering correctly combined meshes
* Jagginess preserve UVs of original faces( single and multi uvs)
* Cut Material->new allows to update the material of current shatter group
* AutoSelect the fracture body in list corrersponding to current selected fragment
* original object is auto selected after shatterit->undo All
* Improved performance  drawing of fragments in 3d max

Fixes:

* Fixed random angular velicity is ignored if random linear velicity is set to 0.0
* Fixed cut material get lost if user override its slot in the material editor
* Fixed jagginees dont apply to objects with edit mesh modifier applied
* Fixed Max crash after deleting a former parent of a detached fbody
* Fixed clusterize parameter doesnt work for detached fbodies in Maya
* Fixed source model not freezed while working in preview mode
* fixed non pdi fragments not banned for adding jagginess
* Fixed convex hull generation fails in a few cases
* Fixed 3d max crash if any object fails to attach in setup fracture window
* Fixed unbreakable until frame ignored by breakable by frame clusters
* Fixed Cluster wrongly includes nearby fragments not selected and separated
* Fixed crackers list lost focus after changing of tab
* Fixed Close Pulldownit tool wrong warning after scene new
* Fixed jaggy frequency dependance on faces orientation
* Fixed jaggy frequency dependance on object size
* fixed update rbd transform in mass increase a lot body mass

Update 3.7

09/12/15

Enhancements:

* Perfect shattering of holed concave shapes like 3D letters

* 20% speed up shatter for hi-poly meshes

* Improved behavior of fracture bodies option “Break Upon Impact” specially with force fields.

* “Force convex shapes” is now the default for fracture bodies creation, allowing very fast and stable fracture dynamics in most cases

Fixes:

* Fixed rigid body masses overrided after reseting scene

* Fixed jagginess doesnt apply to fragments with multi uvs

* Fixed shatter crash when non-convex faces are present

* Fixed seed 0 doesnt generate diferent points each time

* Fixed Radial shatter generated aligned points on the borders

* Fixed fragments slide weirdly on the grid plane

* Fixed 3d max crash when apply jagginess to concave faces

* Fixed 3d Max crash sometimes after making scene->new and resetting simulation

* Fixed 3d Max crash after shattering an object with modifiers applied sometimes

* Fixed shatter preview point cloud weird displacement with excentric objects

* Fixed Fracture bodies attach nearby fragments each other regardless threshold sometimes

* Fixed Fracture bodies ignores breakable by frame clusters when fragments are sleeping

update 3.5

09/07/15

New Features:

* Available for 3d Max  2016

* Congruent vertex normals after shattering.

* Uniform shatter pattern can be offsetted/squeezed

* UniformLocalRadial extend to selected shards only on reshattering

* Ability to do transition animation-dynamics for group of fragments

* Force convex shapes option for fracture bodies creation

* Added 3d Max main menu bar entry  for Pulldownit

Fixes:

* Fixed invalid stresses created between isolated fragments and the rest

* Fixed clusters outstresses are lost after loading the scene

* Fixed Max crash when object has a multimaterial with empty slots

* Fixed shatter progress bar for several objects

* Fixed cancelling shatter doesnt revert to original node

* Fixed Shatterit skip some objects when shattering in ortographic view

* Fixed transition anim-dynamics fails in 2 steps sims

* Fixed update crackers list when a cracker is deleted by user in viewport

* Fixed modifying clusterize parameter in frame diferent than start frame

* Fixed Pdi tool bar ails when plugin is close in Utilities panel

 

 

Update 3.4

05/04/2015

This update features a number of fixes of previous version

FIXES:

* Fixed (X,Y) dependence and wrong scale in path based shatter

* Fixed WSM modifiers fails in dynamics

* Fixed unbreakabke firsthit fracture bodies start to move when being hit before break frame

* Fixed secundary cracks doesnt work with local propagation

* Fixed preview local shatter left some cortners unreachable for hi-poly meshes

* Fixed when local centers > 1 locators updates weirdly in preview mode

 

Update 3.3

15/02/2015

This update features a number of fixes of previous versión

FIXES:

Added set object layer for shattering when current layer is hidden

* Fixed local shatter width parameter not working for some models
* Fixed local shatter align fragments on cortners
* Fixed Voronoi modifier not deleted after deleting all pdi entities
* Fixed anim fracture bodies fails when animated node diferent than original shape
* Fixed path based preview points miss the last knot
* Fixed weird dynamics after loading a scene in Max first time playing.
* Fixed Force fields ignores breakable parameters of clusters
* Fixed Max crash after loading a scene with jagginess applied
* Fixed Max crash when hit play buttom from the tool bar and Pulldownit plugin isnt active
* Fixed objects pass through grid when scene scale is very large
* Fixed large chunks remain static  for first hit fracture bodies

Update 3.1

01/09/2014

This update features a number of fixes of previous version

FIXES:

* Fixed UI crackers params doesnt get disabled for disabled crackers.

* Fixed Max crash doing scene new

* Fixed Max crash when undo after shattering

* Fixed floating license not loading with proxy option

* Fixed large clusters incorrect bounces in dynamics

* Fixed simulation  keys are removed  when loading a scene witn Pdi data

* Added fragments parented to bones can break dynamically

Release 3.0

03/06/2014

UPDATES

Shattering of objects is now 20% faster.

New Preview Mode for Shattering: Allowing user to visualize all shatter params before breaking the geometry.


Conform Voronoi Reshatering: User is not longer constrained when reshattering a model, any shatter pattern can be added to the current set of fragments seamlessly, in addition new Conform Voronoi reshatering reduce the number of straight edges in the shatter pattern, hence improving the quality of the fragments generated.

New Width parameter for Radial Shatter.

New Undo Last button for undoing only the last shatter operation.

New Crackers Window: New window for controlling dynamic cracks, you count with several parameters for adjusting the the cracks generation.

New Clusters Panel: User now can set clusters of fragment with different fracture parameters in the same fracture body, clusters can be edited at any time and are saved with the scene.


Bounded Force fields can break fracture bodies: Any bounded force field can break fracture bodies in an accurrate way.

Speed up auto body creation: Creating many rigid bodies at once from complex geometry is much faster now.

FIXES

* Fixed crash when convex hull has degenerated faces

* Fixed sim start frame not loaded sometimes
* Fixed fracture body reset incorretly when linked to animated in not bake mode
* Fixed reset slow down with many objects
* Fixed fracture body->create slow down with many objects
* Fixed pdi nodes load displaced in 3d max when parented