Xsi Shatter v4.1 Breaks objects into 3D fragments (stable, not using booleans this time!) Developed & tested under Xsi 5.11 ---------------------------------------------------------------- Model > Create > Poly. Mesh > Shatter ---------------------------------------------------------------- This tool can break a polygon object into fragments. Objects must be internally closed (for example 2 cubes merged with the merge command are ok); objects also must have a bounding box bigger than 1,1,1. Scaling up objects before running the tool usually fixes all kind of problems. The parameters: Number - The number of fragments created from the current object (please note that the final number of fragments might differ from the number entered because of holes in geometry or internally-detached surfaces). Name prefix - A prefix added to each resulting fragment name. Name suffix - A suffix added to each resulting fragment name. The naming structure of each fragment is source_object.name<#number> Parent fragments to - The node where the resulting fragments will be parented. Source object - If needed, the original object can be hidden or deleted. Group fragments - The fragments group is always created under the Scene Root.. Random - The random engine can be initialized using a seed or using the cpu timer (pure random). Seed - The random seed. Try to keep bounding box uniform - Every time the tool tries to break a fragment into 2 new fragments, it checks the bounding box of all the fragments, to find which one is the biggest one. Plane rotation limit - limits the rotation plane of the fragments. Fr. spacing % - inter-spacing offset between fragments, in percentage on the fragment bounding box: this determines the amount of empty space left between 2 fragments. Vertical offset % - random vertical offset, in percentage on the fragment bounding box: this determines the range that the slice plane can travel up and down in the fragment bounding box space. Internal surface material - Applies a new shared material to internal surfaces. Material shader - A basic choice of illumination/material shaders (Phong, Lambert, Blinn, Strauss, Constant, Toon). Diffuse color - The diffuse/main material color. Connect image clip with planar UV - Connects a new image clip to the diffuse/color input of the material surface shader. Image filename - The image clip filename. Since the material is shared, it can be tweaked later (for example by adding displacement, which can be mapped using the UV generated by the texture feature).