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Cell Fracture Makes Invalid Mesh For Rigid Body
Closed, ResolvedPublic


System Information
Windows 7 8GB
nVidia 460gtx

Blender Version
Broken: 2.69 hash:6a2c467
Worked: (optional)

Short description of error
Cell Fracture makes invalid mesh.

Exact steps for others to reproduce the error
Subdivide the default cube 10 times.
Run Cell fracture on the cube with at least one level of recursion.
After it is complete, select all the shards and click Add Active under the Physics Tool TAB.

ERROR: Can't create Rigid Body from mesh with no polygons.

Cell fracture should not make an object with no polygons.
Or Add Active should simply skip invalid objects.

Now I am faced with selecting each shard 1-by-1 and Clicking Add Active...woe is me...



Event Timeline

Atomic (atomic) added a project: BF Blender.
Atomic (atomic) set Type to Bug.
Atomic (atomic) added a subscriber: Atomic (atomic).
Atomic (atomic) created this task.
Atomic (atomic) raised the priority of this task from to Needs Triage by Developer.

I am attaching a screen shot of me Cell Fracture settings.

Thomas Dinges (dingto) triaged this task as Normal priority.

@Atomic (atomic)
Following your steps[1] and playing the animation, when the cube/shards falls I get a single vertex left hanging. Simply selecting and deleting this vertex "fixes" the issue. I don't understand why you would select every shard individually to make them active?

[1] I've had this happen many times when using cell fracture + RBD, and just fix it by manually deleting the leftover vertices. Of course it would be nice if the cell fracture script could automatically delete these disconnected vertices/edges, but other than that the RBD tool does its job.

Doesn't look like this uses any C-backend, only Python afaics?

Brendon Murphy (meta-androcto) closed this task as Resolved.

closing as resolved, issue no longer returns errors.