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v5.8 Pulldownit for 3ds MAX

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Pulldownit for 3ds MAX


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Thinkinetic Pulldownit 5 for Maya and 3ds Max

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Pulldownit for 3ds MAX

Shatter and Destruction Plug-in

Fast, reliable, and intuitive, Pulldownit for 3ds Max is the shatter and destruction plug-in that has been used in many productions all around the world.

Pulldownit is a dynamics plugin intended for destruction effects as well as massive rigid bodies simulations. By using it, digital artists are able to shatter objects in different styles, create surface cracks and simulate easily the fracture of 3D models. The power of Pulldownit solver allows computing thousands of objects in dynamics in a stable and realistic way.




New in Pulldownit v5.8

Pulldownit 5.8 introduces a Fast Stacking & Deactivation solver which computes up to 4 times faster in massive destruction scenes, in addition instanced shapes are now supported in the core solver allowing to compute thousands of hi-poly objects in dynamics faster and with much less memory overhead.

Animated characters compute faster when colliding and fracturing other objects, and a new Anim Speed Multiplier parameter allows users to fine-tune the strength of the impact between animated objects and dynamic ones. The cracker multiplier can be synced to node visibility allowing you to decrease or disable the crack effect at any frame.

Wind & Gravity Fields decay is now considered as exclusion volume, animated decay is supported, getting finer control over force fields affecting rigid bodies and fractures.

Regarding shattering, PDI Jagginess gets a new “Asymmetric tessellation” mode which generates nearly 50% fewer polygons with a similar look of rough faces than when using Uniform Tessellation.

There are also useful improvements to the UI, you can add jagginess to all PDI fragments in the scene with one click, and there is a new option to set all dynamic values to default for selected rigid bodies.

Last but not least, we have fixed quite a few annoying issues from the previous version, making the tool more predictable and reliable than ever.

puldownit for 3ds max

Shatter It!, Voronoi-based pre-cutting

Shatter It is a pre-cutting tool, it is able to generate jaggy fragments, much more realistic than classic polygonal fragments. it is Voronoi-based because this scheme has shown to be the best mathematical pattern for brittle fracture. Its technology allows to pre-cut a 3D model in hundred of shards in seconds, in addition, the fragments generated plug easily in the Pulldownit solver to perform simulation in a fast and stable way.

The current pre-cutting tools in most 3D platforms consist basically in clipping planes and fill holes modifiers; this could be enough for modeling purposes, but definitively quite poor for dynamics where you would like to pre-fracture an object in hundreds of shards to obtain believable results when simulating. Shatter It!, the new pre-cutting tool by Thinkinetic, is designed thinking in dynamics needs. To explain, this Voroni-based scheme, the best mathematical pattern for brittle fracture, includes a surprisingly easy workflow. Simply select a polygonal object from the viewport, input the desired number of fragments and hit Shatter It! button, concavity or holes are not an issue anymore; Its technology is able to pre-fracture a high-resolution model with fine detail in seconds. In addition, UV mapping is also supported.

Shatter It! introduces different cutting styles, Uniform, Local, Path-based, Radial, and Wood Splinters. Radial style generates a perfect pattern for breaking-glass-like effects, Path-based style allows for the creation of long dynamics cracks and Local style for creating localized damage on corners and surfaces, besides you can combine all of them at your pleasure by continuing cutting the generated shards until achieving the desired look.

The new Jagginess deformer allows modifying the surface of the fragments, converting flat geometry into rough faces and twisted edges, getting a high-realistic look for stucco, stone, or concrete materials. Although Shatter It! tool can be used independently of the rest of the plug-in, its major advantages come when simulating the prefractured object with the Pulldownit solver; the shards created plug easily in dynamics, also knowing Voronoi scheme generates mostly convex shards, Pdi takes advantage of this fact to speed up the computation of fracture.


pulldownit for 3ds max

Built-in Dynamics and Fracture Solver

The technology of fracture inside Pdi is literally groundbreaking. It allows the fracturing of any kind of brittle material like stone, glass, or stucco. By using it, digital artists are able to simulate the collapse of structures or terrain cracking in minutes. Not least it’s easy setup and powerful stress tools allow for control in the creation of cracks and drive the simulation to the desired end.

The rigid body solver inside Pulldownit is designed to handle massive simulations, which means thousands of objects in contact. Speed is the first requirement for such a goal; we have improved over the fastest methods in the literature for both mesh and convex detection, Pulldownit computes in real-time for scenes made up to 100 objects and takes only minutes to simulate thousands of contacts. In addition Pdi! counts with group tools allowing to set up and manage large scenes. Pulldownit solver makes it possible to crack dynamically any kind of brittle material like stone, glass, or stucco.

The setup is very easy, use Shatter it! tool to prefracture your object or just build a structure by blocks or pieces of any shape, select all of them as a fracture object, and hit play, this procedure also makes the setting of texture coordinates easier. Once in simulation Pulldownit will compute all the stress forces that create cracks and finally makes the objects collapse. Fracture objects can be static as a building or dynamic as a meteor, you can create as many fracture objects as you want, and make them impact each other. Control is always an issue in dynamics simulation, in this sense the powerful stress tools of Pulldownit allow to define the start of the cracks and the way of propagation just by setting fracture frames, in which the crack will begin, and visually select regions of the object with different hardness.


pulldownit for 3ds max

Animator Friendly

Pulldownit is currently integrated in Autodesk 3d Max and Maya. It catches the geometry from the viewports and computes the final result as animation keys. It allows the animator to reset the simulation and start again as many times as needed, also tweaking parameters and resuming simulation at any frame. In addition, animated objects and characters are able to interact with the simulated ones.

Our aim is to fit in the animator’s workflow never the opposite. Pulldownit takes the geometry from the viewports ‘as is’, special care has been taken with parenting relationships, mesh modifiers, and pivot offsets as we know they all are frequent sources of problems. The natural unpredictability of dynamics simulation makes it necessary to play with the parameters back and forth until reaching the desired result, Pulldownit not only allows you to reset the simulation and start again as many times as needed but also pause it at any frame, tweaking parameters and resume computing. Force fields as wind, turbulence, attractors, or custom fields are supported and interact with PDI objects seamlessly. Pulldownit bakes the simulation as animation keys that can be easily tweaked or exported later to other formats. Finally, as it is usual to have scenes in which animated characters interact with their environment in a physically believable way, Pulldownit allows dynamic response between keyframed objects or deform meshes and the simulated ones.

3ds Max 2024, 2023, 2022, 2021, 2020, 2019

Official users guide included.

Node-locked – for one machine only, although you can render the final animation in any machine or farm.

Floating license – can be used in any machine with as much as one user at the same time, you need an active internet connection while using the plugin.

Operating systems:

  • Microsoft Windows 64 bits all versions ( Windows 7, Windows 8, Windows 10).

Update 5.8



  • New Fast Stacking & Deactivation solver up to 4x faster
  • New UI parameter “adquire anim velocity factor”
  • Improved performance in fracture againts animated bodies
  • New Jagginess option “Add jagginess to All fragments”
  • New Jagginess mode “Assymetric tesselation” 50% less polys than Uniform mode
  • New Jaggines user prompt, displaying quick info about current jaggy mode and selected fragment state.
  • New ability to animate cracker multiplier or disable it at desired frame
  • New UI option “set all dyn values to default” for rigid bodies
  • Instance shapes fully supported in the dynamics solver
  • Wind & Gravity range as exclusion volume


* Fixed ShatterIt MT creates a new cut material per shatter operation
* Fixed rigid bodies colliding with animated objects sometimes go through ground grid
* Fixed change name of fracture body doesnt skip already existing names
* Fixed change name of cracker doesnt skip already existing names
* Fixed disabled fracture bodies are reseted when user reset the pdi scene
* Fixed fragments colliding with ground has sometimes a weird drift motion
* Fixed rbd “update transfom” doesnt activate the body if it has been removed from simulation
* Fixed selected bodies in PDi Manage World Window doesnt select in viewport
* Fixed remove kinematic body from simulation clear its dynamic keys
* Fixed clear viewport selection and reset the scene causes selected fbody params not displayed
* Fixed Anim params missed after delete all clusters
* Fixed force fields doesnt affect rigid bodies with mass > 1.0
* Fixed disable “all paths in group” cracker options left the discarded splines selected in viewport
* Fixed refine cracker path( editable spline->refine) make app crash when cracker attached to it
* Fixed Select cracker path left cracker selected preventing for editing it
* Fixed broken clusters of disabled fractured bodies are resetted with the scene
* Fixed App get stuck when creating fracture body from many objects with attach nearest option
* Fixed modifying fracture parameters for hi-poly bodies get stuck for a while
* Fixed rigid body mass center is set to pivot on creation in place of geometric center
* Fixed apply rigid body initial spin doesnt works correctly when bodies are static
* Added warning when setting rbd from object with more than 100k faces

Release 5.5


Shatter New Features

  • Shatter it multithreaded, getting up to 4x faster shattering allowing to shatter an object in hundreds and thousands of pieces in a few seconds.
  • New ability to remove shatter centers directly in the viewport, when in Shatter it draft mode simply by clicking mouse + ctrl key, the selected shatter center is deleted.

Dynamics New Features

  • Cracks Generation 2x faster, stress cracks or combinations of stress and dynamic cracks now computes 2 times faster.
  • New ability to generate Bounded Cracks until frame , stress crack propagation can be set to last until desired frame, after that it continues as an usual dynamic crack.
  • Initial velocity can be set for “activation at frame” fracture bodies, linear and angular velocity can be added to static fractures bodies, setting in this way the initial motion direction when the object becomes dynamic.
  • More intuitive behaviour in collision between fracture bodies, user can decide which of them will break in first place simply by reducing its hardness value. Besides small fragments collisions don’t trigger fracture anymore, therefore fracture activation starts always at the exact impact moment between the two objects.


  • Shatter it multithreaded( up to 4x faster)
  • Bounded Cracks 2x faster computing
  • New ability to delete shatter centers directly in the viewport
  • Initial velocity and angular velocity can be added to “static-activation at frame” fracture bodies
  • New ability to apply bounded crack mode until frame
  • New ability to create crackers for all selected curves at once
  • New ability to set parameters for several crackers at once
  • New Ability to create many fracture bodies at once
  • New ability to set parameters for several fractures at once


* Fixed large fragments get detached unexpectedly sometimes
* Fixed add PDI jagginess creates weird long thin triangles for concave faces sometimes
* Fixed crackers push the whole model when hitting unbreakable areas
* Fixed Shatterit styles miss extent value when not using draft mode
* Fixed Shatterit Wood Splinters center doesnt match object center in draft mode
* Fixed shatter locator generates points far away of the object sometimes
* Fixed Bounded Cracks causes instablities in static fracture bodies sometimes
* Fixed fracture default params for crackers ignored when original object has other splines attached in 3ds max
* Fixed single rbd-fbody collision generates bounded fragments when bounded crackers present
* Fixed bounded cracks fails sometimes for large thin models
* Fixed “activate at frame” Fbody adquires incorrect velocity when was broken before activation
* Fixed Crackers list cannot be expanded
* Fixed user can assing several crackers to the same path
* Fixed small fragments can break fracture bodies in advance
* Fixed small fragments can activate fracture bodies in advance
* Fixed animated “only break” Fbodies cannot break each other when propagation is set to local
* Fixed setting fracture Hardness around 0 doesnt break the fracture body completely
* Fixed change PDI bounding volume when rbd simulation is at frame diferent than 0 get initial position lost
* Fixed Shatter it huge slow down when model has materials per face
* Fixed dynamic cracks can detach too large fragments
* Fixed add jagginess to selected fragment only not working
* Fixed Fracture-single body collision can be missed if fbody doesnt break
* Fixed Cracker impulse Direction is set to custom when modifying any cracker textbox parameter(Max)
* Fixed reverse cracker gets removed after editing the cracker spline in 3ds Max
* Fixed collision with animated body can be missed if other body is sleeping
* Fixed delete/delete all fbody doesnt clear pdi keys if scene is saved with them in 3ds Max

Update 5.3



  • Shatterit 4x faster
  • Whole shatter group is hilighted before creating fracture body
  • Shatter locator auto return to a valid position after user release the mouse button


* Fixed floating license can not be recovered if internet connection is lost for a while
* Fixed Shatterit huge slow down when updating shatter region for hi-poly meshes
* Fixed Path Based shatter doesnt keep number of shards when point cloud is displaced by the user
* Fixed shatter locator affect point cloud weirdly when it is far from the object
* Fixed Shatterit vertex normals messed up sometimes for cap faces
* Fixed multiple uvsets arent preserved after shatter combined models
* Fixed vertex colors arent preserved after shatter combined models
* Fixed convex hull shape generation get stucked for hi-poly models sometimes
* Fixed Fbody “activate at frame” is missed after reshattering the model

Release 5.2



* Fixed cluster sharing stresess causes application crash after loading the scene
* Fixed non jaggy faces or neihgboring fragments get deformed
* Fixed large thin triangles still created in some cut faces when shattering
* Fixed “Unbreakable until frame” cluster cannot exceed a frame 1000 value
* Fixed fracture body mesh cannot behidden after hit “anim params” button
* Fixed force field for rbds are incorrectly sum up
* Fixed fracture solver explodes unexpectely in some rare situations
* Fixed local shatter centers doesnt fit to convex hull of object sometimes
* Fixed reduce shatter centers left tripod active for hidden centers
* Fixed shatter locator affect point cloud weirly when it is far from the object
* Fixed reshatter in wood splinter after moving the locator spoil the shatter group
* Fixed Path shatter generates less shards than expected when shattering several objects at once

Release 5.1


This update features a number of fixes from previous version.

* Fixed app crash when loading a new scene and a fracture body was saved in broken state
* Fixed Shatter it crash when a mesh has vertex colors but a face hasnt it assigned
* Fixed neighboring cluster sharing stresess causes crash after loading the scene
* Fixed app crash when loading a PDi scene after playing another PDi scene
* Fixed Pdi scenes behave weirdly after loading sometimes
* Fixed selected cluster color is saved with the scene  sometimes
* Fixed “break at frame” clusters ignores propagation scheme
* Fixed jaggy “broken only” non jaggy faces or neihgboring fragments get deformed
* Fixed jaggy “broken only” doesnt match tesellation of adjacent faces sometimes
* Fixed reshatter animated fragments + assign rbds is not working as expected
* Fixed local style shatter center changes suddenly when in draft mode sometimes
* Fixed fracture bodies made of non connected parts fails to break sometimes
* Fixed several small parts of “only break” fratures are ignored sometimes
* Fixed detached fragments of “only break” fratures get freezed after resume simulation

Release 5.0



  • PDI fractures solver 2x faster
  • PDI Fracture solver gets more debris in areas nearby impact objects
  • New Extent parameter for Shatter it tool
  • New ability to exclude part of the curve in Shatter it Draft Mode
  • New bounded behaviour for crackers
  • New ability to reverse Cracker direction
  • Create Fracture body 2x faster
  • Creating and modifying clusters is now an almost instant operation
  • Stresses view “break at frame” clusters are displayed in green color
  • Jagginess applies by default to broken fragments only


* Fixed force fields can break completely clusters regardless of its hardness
* Fixed crackers trigger “activate at first hit” fbodies event
* Fixed shatter points cannot be completely squeezed over borders
* Fixed several force fields affecting a fbody at once are computed incorrectly
* Fixed cluster out stresses arent broken by fields
* Fixed fbodies break threshold dependence on force fields strength
* Prevent shatter spline from be moved when in shatter preview mode
* Fixed force fields activate first hit rigid bodies
* Fixed fbody “set all values to default” spoil initial state if bake keys is off
* Fixed pdi rigid body “delete selected” update viewport only after closing window
* Fixed static fragments doesn’t propagate stress
* Fixed low mass  impact objects never trigger fracture despite their velocity
* Fixed increasing fracture hardness has little effect on how the object breaks
* Fixed path based shatter make plugin crash with some concave models
* Fixed single fragments still selected after creating a cluster
* Fixed “anim to dyn” works weirdly when object pivot doesn’t match its mass center
* Fixed  new cluster isn’t highlighted

New in version 4.82

This update features a number of fixes from the previous version and is compatible with 3ds Max 2022.


  • Fixed convex hull for very thin objects was created a 0 height always
  • Fixed animated fbodies does transition to dynamics wrong when using “break at frame” clusters
  • Fixed “break at frame” clusters are ignored if the object is already broken
  • Fixed pdi crash when shattering a model with more than 8 uvsets
  • Fixed shatter it crash sometimes when objects has several uvsets assigned
  • Fixed issues when shattering containers objects
  • Fixed single rigid bodies still created when create fracture fails
  • Fixed cracker size cannot be less than 0.1, causing issues when working in cm
  • Fixed reshattering an object duplicates shatter group when original object has childs
  • Fixed path based shatter does it wrong sometimes when using it without preview mode
  • Fixed plugin crash when select cracker path but no cracker selected in list
  • Fixed crash when Undo all shatter and some fragments belong to an existing fracture body
  • Prevent viewport degrade geometry when in shatter preview mode
  • Fixed alembic object name is always combined01
  • Fixed Fbody anim modifier fails to animate fbody hardness correctly
  • Fixed clusterize removes “relative to mass” weights for “activate at frame” fbodies
  • Fixed force fields can break completely fracture bodies regardless of its hardness
  • Fixed force fields can activate “only break” fracture bodies
  • Fixed crackers not moving still causes objects fracturing
  • Fixed Static “only break” fbodies are activated by broken clusters if clusterize > 0

New in version 4.8


  • Shatter it 2x faster
  • Shatter preview mode 3x faster with hi-poly meshes
  • Path-based shatter retuned for max freehand splines
  • New transition animation-dynamics method for fracture bodies
  • Secundary cracks are now per fragment
  • Can reshatter single fragments of baked fracture bodies to any extend
  • Shatter group is now hilighted before shatter “undo All”
  • Improved quality of jaggy tesselation


  • Fixed “unbreakable until frame” event doesnt work when some fragments are static
  • Fixed static fracture bodies in contact breaks always at the begining of simulation
  • Fixed cluster break energy doesnt work when cluster hardness > 0
  • Fixed cluster break energy still acts after the cluster has been dettached
  • Fixed “break at frame ” cluster get detached by force fields in advance
  • Fixed cluster of “only breaks” fracture bodies doesnt break off
  • Fixed models made of diferent parts shatter always as detached meshes
  • Fixed jaggines applies wrongly to old cut faces
  • Fixed animated nodes child of other animated one are set wrongly as first hit
  • Fixed delete single cluster spoil clusterize state
  • Fixed change Bvolume after simulating keeps simulation keys
  • Fixed shatterit ignores shaders when object has symetry modifier
  • Fixed pdi vertex normals are computed inverted sometimes
  • Fixed shatterit get uvs messed up sometimes if material channel > 1
  • Fixed “ativate at frame” rbd doesnt adquire momentum
  • Fixed add jagginess get stucked if fragments are grouped by user
  • Fixed pdi cutmat is duplicated for reshattered fragments
  • Fixed Alembic exporter includes hidden objects in the group
  • Fixed Alembic exporter path ignored
  • Fixed all fracture params are reset to default if creation fracture body fails
  • Fixed animated fracture bodies doesnt delete fragments keys after reset
  • Fixed activation frame is not updated if changed when fracture body is broken
  • Fixed fracture body creation fails if force convex shapes is disabled
  • Fixed mesh-mesh collision get stucked sometimes
  • Fixed seed doesnt affect local shatter centers position
  • Fixed convex hull construction fails for very thin objects
  • Fixed fragments cannot be set as static if selected before open advanced fractures panel
  • Fixed weird aligment of points of Path based shatter with thin objects
  • Fixed reducing scene time range doesnt fit simulation time
  • Fixed local shatter locator doesnt fit to selected fragment area
  • Fixed local shatter locator miss to display sometimes
  • Fixed hi-tesselated shards fails to match jaggy borders in some areas
  • Fixed large Jaggy borders almost not deform
  • Fixed jaggy artifacts in borders of flat fragments
  • Fixed 3ds max doesnt load sim start/end frame when scene time range diferent than file time range
  • Fixed fracture body mass not saved sometimes
  • Fixed Path Based shatter fails when spline is close but not inside the convex mesh
  • Fixed fracture body animatable modifier displays a strange string title
  • Added warning when hierarchy scale tranform has scale keys

New in version 4.5


  • New custom exporter for Alembic cache files
  •  New “increase selection” option for easier cluster creation
  •  Added ability to change propagation scheme at desired frame
  •  Improved behaviour of “only break” fracture bodies
  •  Hi-poly animated meshes 2x times faster update in dynamics
  •  Easily  recompute rigid bodies with baked keys in dynamics
  •  Added a hint warning  when traying to shatter an object with open edges
  •  Manage PDi World Window is now modeless
  •  New option to show/hide all disabled rigid bodies in scene
  •  Local shatter now fits to reference object when  it is shape based
  •  Adquire shatter can transfer animation from single shape node to multi shape nodes


  • Fixed sec cracks value not saved with fracture defaults
  • Fixed some fragments disappear after loading a scene with jagginess and pdi world is cleaned
  • Fixed jaggy faces distortion because of displacing non cortner jaggy vertex
  • Fixed clusters colors not saved with scene
  • Fixed after loading a PDi scene and delete a pdi cluster 3ds max crash
  • Fixed None bounding volumes are drawed wrongly in 3ds max as cubes
  • Fixed 3ds max viewport slow down when many rigid bodies selected
  • Fixed cannot shatter objects not having UVs
  • Fixed selected fragments in viewport are cleared for PDI tools after computing simulation
  • Fixed 3ds Max crash sometimes after deleting a fracture body with any fragment selected in viewport
  • Fixed 3ds Max crash if do Shatter Undo with some fragments grouped
  • Fixed 3ds Max crash when kinematic-mesh animated bodies changes topology per frame
  • Fixed “unbreakable until frame” event doesnt work when some fragments are static
  • Fixed cluster break energy doesnt work when cluster hardness > 0
  • Fixed cluster break energy still acts after the cluster has been dettached
  • Fixed after loading a PDi scene and delete a pdi cluster 3ds max crash
  • Fixed “break at frame ” cluster get detached by force fields in advance
  • Fixed static non “first hit” fracture bodies start to break in advance sometimes
  • Fixed “activation at frame” rigid bodies miss it initial speed after simulating them
  • Fixed switching a rigid body from dynamic to static keeps its simulation keys
  • Fixed change Bvolume after simulating keeps simulation keys

New in Version 4.0



  • New shatter option for using a volume shape as source
  • New Adquire Shatter style Jagginess is now independent of mesh tessellation
  • New soften edges UI parameter for jagginess
  • New option to apply jaggines to broken fragments only
  • Speed up Fractures solver 30%
  • New ability to pull apart pieces of an animated object in dynamics at desired frame
  • New ability to reset scene keeping animation keys for selected objects
  • Fracture body Hardness, Friction and Bounciness can be animated
  • Clusterize parameter now depends on object hardness
  • Cluster break energy is now independent of mass
  • First hit bodies which eventually doesnt move are excluded from baking keys


  • Fixed shatter history points doesnt match the object transform in frame diferent than 0 for animated objects
  • Fixed animated bodies fails to compute vertex velocities sometimes
  • Fixed shatter a non animated parent node hide all its shilds in viewport
  • Fixed firts hit fbodies arent activated if impact body mass is less than its own mass
  • Fixed shatterit tool doesnt detect when PDI cluster selected
  • Fixed disabled fbodies slow down simulation
  • Fixed deleting a fracture body doesnt delete the rigid bodies belonging to clusters
  • Fixed create an animated fracture body in frame diferent that start frame get initial position lost
  • Fixed 3d Max reset badly single rigid bodies when current frame is diferent than start frame
  • Fixed 3d max dont return to Hi-quality viewport after preview mode
  • Fixed relative to mass value is ignored for linked to anim fbodies if users changes the start frame
  • Fixed faces marked with 3ds Max flags are sometimes mistaken as cut faces by the plugin


New in V3.8.8


  • Available for 3d Max  2019


  • Fixed switching a fracture body static ON/OFF makes it to ignore its velocity parameters
  • Fixed cannot disable fracture bodies
  • Fixed unbreakable activation at frame fractures moves in advance sometimes
  • Fixed 3d Max crash if user delete the source node assigned for shattering
  • Fixed 3d Max crash if user delete shatter path node when it is assigned for shattering
  • Fixed 3d Max crash after scene new if source object for shattering was selected.
  • Fixed vertex normals for objects with rotate transform are incorrect after shattering.
  • Fixed jaggy framents get cut material lost when its slot is diferent than 1


New in V3.8.7

This update features a number of fixes of previous version.

  • rigid bodies are now deleted when deleting the fracture body they belong to
  • Fixed “activation at frame” option doesnt adquire momentum
  • Fixed shatter points doesnt match the object transform in frame diferent than 0 for animated objects
  • Fixed animated objects doesnt reshatter correctly in frame diferent than start frame
  • Fixed fracture body ability to spin is blocked if changing mass when the object is broken
  • Fixed shatterit crash for meshes made of diferent parts sometimes
  • Fixed crackes cannot fracure bodies anymore
  • Fixed 3d max crash when setting a degenerate fragment in dynamics
  • Fixed 3d max crash crash if doing shatter preview after user remove manually the fragments
  • Fixed pdi primitives doesnt update for animated fracture bodies when scrubbing the timeline

New in V3.8.6

  • Shatter Support for Vertex Colors.
  • New Vertex Colors Shatter Style.
  • Modify Jaggy Strength is now a fast operation.
  • All Basic Fracture params are now saved after deleting a fracture body, in this way you can reshatter an object and all your fracture params are restored after creating the fracture body again.
  • New “Set All Values to Default” Basic Fractures Option: Useful new option when you want to reset all values to solver defaults without having to delete the Fracture body.
  • See all bug fixes here.

New in v3.8:

This update counts with a bunch of fixes and enhancements, making the plugin more reliable and quick in production environments, surely users will appreciate the fast Undo Last Shatter operation or the outstanding Jaggy feature now preserving UVs of the original faces, and other useful improvements you can read below.

But this update is specially about Wood Splinters Shatter, we have developed a new scheme for it so now you get allways long, thin splinters even when reshattering areas, adding to this a stable dynamics for fracturing wooden objects and the Jaggy feature to apply roughness in the inner faces, you can get quite natural wood destruction effects very fast.

Version 3.8 Enhancements:

  • Available for 3d Max 2017 and Maya 2016 extension 2
  • New Wood Splinters Reshattering scheme
  • New “detect mesh groups” shatter option for shattering correctly combined meshes
  • Jagginess preserve UVs of original faces( single and multi uvs)PreserveUVs
  • Cut Material->new allows to update the material of current shatter grou
  • Original object is auto selected after Shatter it->Undo All
  • AutoSelect the fracture body in list corrersponding to current selected fragment
  • Improved performance drawing of fragments in 3d Max
  • Shatter Undo Last is now a fast operation
  • Support VP 2.0 Core profile mode in Maya( rest of modes were already supported)
  • Support Maya 2016 Parallel mode
  • PDI keys uses 30% less RAM in Maya getting the playback of massive rbd scenes faster.
Pulldownit for 3ds MAX

3ds Max: Destroy a Billboard with an Animated Car Using Pulldownit

This tutorial will teach you how to use Thinkinteic Pulldownit, the shatter and destruction plugin for 3ds Max, to smash through a billboard with an animated car.

Pulldownit for 3ds MAX

3ds Max - Destroying a Wooden Pier with Pulldownit 3ds Max

Use the new wood splintering options in the updated Pulldownit v3.8 to shatter a wooden pier.


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