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Joints and debris

An Impact Joint connects two pieces, or a piece and the world. Connect it to the Impact Solver’s Joints input.

Setting What it does
Type Hinge, Slider, Ball, Spring or Weld.
Shard A A fracture shard driven by the joint (must belong to the fractured source).
Shard B The second shard. Empty: Shard A is jointed to the fixed world.
Pivot An object (usually an Empty) whose location is the joint point and whose orientation gives the axis. Empty: the point between the two shards, or Shard A’s centre for a world joint.
Axis The hinge or slider axis: the pivot’s local axis, or the world axis without a pivot.
Swing, Twist The half-angle of the cone the joint axis may swing within, and how far (each way) the shard may turn about the joint axis.
Limit, Lower, Upper Restricts the hinge angle or slider travel.
Motor, Speed, Strength Drives the hinge or slider at a target speed. Strength is the most force or torque, in multiples of Shard A’s weight.
Frequency (Hz), Damping Ratio For a spring: oscillations per second, and damping from 0 (rings forever) to 1 (no overshoot).
Softness Lets ball, hinge, slider and fixed attachments give a little. 0 is rigid.
Breakable, Break Strength The joint snaps when the load passes the strength, in multiples of Shard A’s weight. Off, it never breaks.

An Impact Debris node spawns chips, dust and sparks when bonds break or pieces hit something.

Setting Default What it does
Splinters Per Snap 4 Secondary GPU rubble particles spawned per broken glue bond.
Debris Style Concrete The material the debris looks like and how it is shaded.
Impact Debris on Ejects secondary chips and dust when fast shards hit colliders or the ground.
Impact Speed Thresh (m/s) 3 Minimum approach speed to trigger chip ejection.
Chips Per Impact 4 Chips ejected per high-speed impact.
Air Drag 1.5 Drag on airborne dust and particulates.
Wake Suction 2.5 A slipstream that pulls dust into the wake of falling chunks.

By default debris is drawn as points. Instance Debris on Active Mesh (Solver panel) shows the debris as instances of the active mesh instead, so a small rock model can stand in for chips and gravel.

Impact debris can raise dust and smoke through a Blaze solver. See Particles and gas together. The Demolition Dust template shows it.

The Solver panel’s Keyframes section turns a simulation into ordinary animation:

  • Bake writes the simulation to object keyframes (location and quaternion rotation) on the shards.
  • Clear removes them and restores the rest poses.

The keyframes are ordinary Blender animation, so you can edit them with the usual tools.