Fracture from Alan McKay
Make a box with checkers.
make a rectangle the same size and hide the “brick
wall.”

turn on snap for vertex and edge only.
start drawing
fragments

you will have to go back and correct vertex snaps. tip – key 1 toggles on off vertex sub-object selection

you don’t need the big rectangle now, so you can hide
that.
Select all and apply and
edit spline modifier so you can affect all splines at once.
BTW, we don’t need to do
this now, but if you even need in an RB collection to
NOT have these fragments touch, you can do an “outline” so the parts don’t
touch.

Apply one Extrude modifier and extrude to the
thickness of your checker wall ... tip – Alt
X the wall so it is transparent.

Apply a UVW map to the original box ... we need the map on the box
to match the fragments exactly

Now that the box is
mapped, we can “acquire” the coordinates from the fragments modifier stack ...
note: the box has to be unhidden to be available.

Let’s apply the checkers
to the fragments and hide everything else

create a ground plane

set up a big old teapot to drop on it

now we need to add an RB
collection and a fracture

for the facture we add all the lines [the extruded
shapes we made]

in the RB collection, add
the plane and the teapot and the lines

The teapot, plane, and all
the lines’ property are concave mesh,
since the are all irregular shapes

The lines [the fracture
shapes we made] will be 25 kilos each

the teapot 50 kilos

the ground is unyielding with 0 mass

collision tolerance to .5 in the reactor utility ... so it
will be more forgiving ...

preview ... go past any warnings reactor might have ...

you can set up the degree of impact is required to
smash the wall ... think of using this on a crate that can be pushed around,
but will break when hit by a crow bar.

Increase velocity and it
will resist breaking more.
Tip – hit B to see the
bounding boxes of the areas influenced
