Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Prebaked simple solution for creating shatter/explosion type of effects with particle instancer - ie. script replaces every selected object with a particle controlled instance what can be animated by using fields or expressions or whatever.
Workflow:
Source the script.
Select all the objects you want to instance and type vmvInstanceObjects explodeMe (for example).
Script will create particle object with custom attributes feeded into instancer, and hide original object geometry (which new home is in origin now).
Simple runtime expression is controlling the rotation of instanced objects based on particles velocity. Scalar attributes rotMult & massMult are used to tune animation.
If there seems to be a problem with the playback, adjust particle start frame accordingly and/or edit the expressions...
Please use the Bug System to report any bugs.
Please use the Feature Requests to give me ideas.
Please use the Support Forum if you have any questions or problems.
Please rate and review in the Review section.