Thanks for the file,
I see that most parameters have been changed. The settings of a Dynamic Scene will greatly define the outcome. In this way, I am never really certain what was intentional and what was just rial and error. Speaking about all scenes, I have gotten.
The scene is 87 frames long, and the crash starts at frame 36, followed by the flying chunks, and the landing starts around at frame 48. The resting of the chunks is expected way before frame 87 if I get this right. While the last items arrive at frame 68 and putting new energy in the previously arrived pieces. Which is not a lot of time to get all the energy out of the chunks. So, that is at best a land and rest duration of 20 frames, and since they are supposed to be at peace before the sequence ends: 10 frames, which is close to a half-second. (Please note, I just state the observations here, not critique in any way). We can say with some certainty, that realism is not the target here. So we are in the pure realm of art direction.
The tool that I use here to see what happens is the Attribute Manager> Mode> Project> Dynamics> Visualization. Green stands for resting, but not stopped, or more precisely:
https://help.maxon.net/us/index.html#DYNWORLDOBJECT-WORLD_GROUP_VISUALIZATION
You might notice the mentioning in the manual of fixed two seconds. This is not really working with our target of 0.5 seconds.
Some points that I like to address while exploring your scene. Again, I have no information about what was artistically wanted, so bear with me here.
The main thing that I have found to cause problems is the shape set to Automatic. Half of all cases that is the starting point for trouble. Often the automatic create an egg-like shape around small objects. As a result, the roll around and do not lose a lot of their energy.
Friction and Bounce. Anything close or over 100% is the realm of artistic freedom, of course, but not natural. Of course, we could argue about that. But that is not the point. I found values of 105% friction, and that leads to chunks glued on the wall.
Besides the shape settings, the idea to have a natural flow in the dynamics, but when they should rest a quick “sucking out” of all energy, is realized often with increasing the Samples. However, I like to place a Friction object with a falloff on the floor, if possible.
The Timescale was left at 100%.
After all, the Result could be saved out as Alembic. This allows us to map the time newly. This means the long rest phase can be shortened without long dialing in new parameters. If the Merge Generated is not checked, you have a time control of every little chunk. IF all selected at once, you can adjust the timing for all, then perhaps select groups or even single items. Not fiddling anymore with values of Dynamic, caching, and checking. Just pure control. I think that this scene and its tight timing requires exactly that.
For the export, I would set the scene time to 100 frames (0-99) so the retiming via the Spline interface is easy to calculate. The project time stays at your defined frames of course.
Let me know if you need an example or anything else, I’m happy to look into it.
Cheers
With Alembic, we can adjust the time