In the following we are testing cell fracturing applied to a UV-sphere (remeshed to blocks, BTW). We then apply rigidbody physics to the generated parts.
When we start simulation as you can see below it looks like an explosion! Why? Secondly parts are continuing to bounce for long time even though their bouncing property is zero. To avoid parts going out of camera we put a passive rigidbody (big sphere). It's bouncing property is also zero. Why they act like that and how to solve this? For all parts and big sphere the collision-shape is mesh and friction value is 0.5.
Convex-hull collision, all shards are convex
Convex-hull collision, NOT all shards are convex
Mesh collision, all shards are convex
Mesh collision, NOT all shards are convex
For the above simulations:
Split Impulse is
checked, Steps Per Second=120, Solver Iterations=50.
As can be seen from the above simulation results:
- if all shards are convex, convex-hull collision results in the best.
- if not all shards are convex, mesh collision results in the best.
Not sure why it is like this, after all!
We incorporated all the suggestions below you can find in the answer and comments, but it seems there are lots of difficulties that are not solved yet, after all! Look at the following simulations where an spherical shelf is fractured. None of convex-hull or mesh collision-shape works correctly. Check the animation in the right, it looks it is not a shard but a airplane!! This is because of use of convex-hull for shards. Check the middle one (mesh collision-shape for shards) they don't act like shard but like spring! :(