Blast Authoring Tool is a standalone destruction authoring tool for NVIDIA GameWorks destruction library. This tool is to replace APEX destruction PhysX Lab as faster, more flexible and feature rich solution for making destructible game objects.
This is an authoring guide. For the original Blast library documentation and sources visit https://github.com/NVIDIAGameWorks/Blast.
Download the current version of the Blast Authoring tool here NEED PUBLIC LINK
You’ll need to create an airtight mesh you want to destroy in third party software with UVs before importing it into the Blast Authoring tool. In this case we’ll use a simple shape that we want to destroy. Let’s use a geo sphere and export is as an .fbx file.
By default any Blast Actor is dynamic. To make part of it static do the following.
Importing a Pre-Fractured mesh you have created in third party software is the same as a regular .fbx import but with a one difference. On import you’ll need to still set the Scene Units and select the file but also check the Prefracturd toggle to True, otherwise your file will come in with one chunk.
You will be able to add chunk depth to a your pieces in the Pre-Fractured Mesh.