Blender 3D | Morph One Object to Another Object Using Particles

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welcome into another blender tutorial where we're going to take a look at morphing one object into another object using particle systems and this example here i am morphing one of my favorite teams logos into another one of their logos but let's take a look at what we can do in blender so starting with a basically blank canvas i've already deleted the default cube and we're going to start by hitting shift a and adding a text and we'll just make this simple more one text into another text so i'm going to start with truth tab i'm gonna go over here to font i'm going to make this uh center on alignment and center on alignment i am going to do a control alt 0 to center the camera where i'm at i'm going to hit s and scale this up a bit and then i'm going to jump up here to fonts and i'm just going to select a font i have downloaded from a website like 1001 free fonts and we'll choose this guy and since we'll be using a particle system we're going to want to convert this to a mesh so we're just going to right click convert to mesh now one thing about converting text to mesh is if you hit tab you'll see we have this horrible mesh layout so what we're going to want to do is we're going to want to remesh this and one thing i've noticed about the remesh modifier is it doesn't respond to flat objects very well so we're going to hit tab to go into edit mode we're gonna hit a to select everything i'm gonna hit e for extrude and i'm just gonna take this out just a little bit and i'm gonna tab back out of this i'm gonna hit 7 to go back to the view i want and i'm going to jump up here to modifiers i'm going to hit add modifier i want to remesh it i'm going to select sharp uncheck remove disconnected and then run up this octet depth until we get the kind of view we want and for me 8 looks like where i want it to be i'm going to hit apply and now if you look when we hit tab it's a much cleaner mesh so we're going to tab back out of that and to begin our project we're going to jump over to object quick effects and quick explode and you'll see it went ahead and added the explode modifier for us and we have a particle system as well but before we do that i want us to jump over to the shading and this is something that will come back to bite us later uh when you do that explode effect it adds some shaders we don't want so we're going to select all these guys hit delete and then connect bsdf to surface and we'll go and pick a color while we're in here and i'm going to pick the color green because being a uav blazer fan that is one of my favorite colors so we're going to jump back over to the layout and [Music] um with this particle system we we want we're going to want several particles to make it smoothly move into the other and i'm going to select about 30 000 particles i'm going to go to velocity and i'm going to change normal to 0 because i don't want this to move i'm going to get rid of randomized because we are in a minute gonna set up a very structured way of dealing with this i also wanna do field weights and i wanna make sure that gravity is zero so we have gravity random and normal all set to zero and we're gonna jump back up here and i'm gonna hit refresh and if we now look at our timeline we'll see we won't say anything because i forgot to say i want this guy to start at 10 i want him to end at uh 110 because i'm going to let them go a hundred frames so that'd be 110 and we'll just leave the lifetime at 50. and then the other thing i forgot to do back here is i want to remove cut edges and i only want this to be visible when it's unborn which means before it starts uh its particle system and when it's alive the other thing is now that i've turned off all the field weights i need to add something that is going to make these particles move and so i'm going to hit shift a and i'm gonna add a force field and i'm gonna add a turbulence and i'm gonna jump down here to ah here we go jump down here uh to the the uh physics properties and i want to change the strength to two uh the other thing is as you saw in mine i i kind of let it explode from left to right and so the way we're gonna do that is we're gonna click back on here and we're going to go back to this physics tab or scroll all the way to the bottom and we are going to go to textures we want to add a new texture we're going to jump over to the texture that we just created and we're going to select blend and we're going to under colors we're going to check color ramp and so what that does now is it's going to let it go left to right if we wanted to go right to left we could just flip the two sliders so let's go back here let's go back to our physics let's tell it to refresh again and we're going to hit space and as you can see it is now exploding left to right so what do we do to get it to morph into the other words so scroll back here so we can have a frame of reference i'm going to hit shift a again i'm going to add another text uh i'm gonna hit tab and i am going to hit grace we'll let truth uh morph into grace i'm gonna go under fonts again i am going to select the same font that i use for the first word just for consistency and i am also going to set the alignment the same as the other one center and center and then i am going to scale these guys to try to get them to match almost as much as they can um just like we did before we are going to right click and we are going to convert this to a mesh i'm going to tilt here a little bit i'm going to tab i'm going to hit a to select everything i'm going to e to extrude and then with this i'm going to try to get to match as much as possible the depth of the previous letters i'm going to tab again 7 to get back to the view i want just like before we are going to add a remesh modifier to get this to be a better mesh we're going to hit sharp remove disconnected we're going to uncheck that and we're going to jump back up probably to eight octanes just like we did before and we are going to apply that modifier and again you see we now have a better cleaner mesh again we're going to hit object quick effects quick explode just like the previous one we're going to jump over here to shading for a minute i want to get rid of these extra shaders that were added that i don't want and i'm going to again connect bsdf to surface and i'm going to set my color [Music] to a green and then we'll go back to layout and this one we're going to set up a little similar to what we did with the other one but we're going to have to do a few things different so we'll go back into the particle system again we're going to do 30 000 again because we want the what we're coming from to what we're going to to have the same number of particles to interact with again we're going to hit normal to zero randomize to zero we're gonna go down to gravity we're gonna set it to zero and we're gonna go down and we're gonna add that exact same texture uh [Music] to this guy so if we now were so i'm sorry i apologize uh actually uh yeah let's go back to here um i'm about to scroll back up we want this guy um to we want this guy to come alive about the same time that the other one goes dead so we started at 10 and the particles live 50 frames so we're going to start this guy at 60 and we're going to go 100 so it's going to give us 160. all right so now if we do particles starting at 160 is the last particle that will be born and its lifetime is 50 that's gonna be 210 so let's just go and make the end of our animation 220. um we've now set this up exactly like the other one so we're gonna go here we're gonna hit refresh and if we hit play we're gonna see our first guy destroy and then our second guy starts to destroy but they're not connected in any way so let's stop this guy from playing and i did forget that we want to turn off cut edges now we're going to relate these two to each other so in the one that we're going to in this case it is is the second text text001 we are going to make a couple of changes so under physics we are not going to use newtonian we're going to change it to keyed now we've got to set those key relationships and so what we're going to do is we're going to hit add and when we look at the object the key is the first text object then we're going to add the second key which is the second text object so now these particles have a relationship with one another and so if we go back and we hit refresh again we go to our other one we hit refresh again we're going to see that they when they explode they're gonna key off of each other but we're still not getting this effect that we want and that's because we have one last thing that we need to do to build this relationship and that is in this the first text like i said we want it to be visible uh before the particles are born which means that starting text and we want it visible as the particles are moving but we didn't check dead because once the particles die we don't want to see them anymore however when we look at our second text we want to do the exact opposite so again we want to see them when they're alive we don't want to see it before they become particles because we want that second text to start invisible but we do want it to appear when it's dead so let's refresh this guy let's go all the way back and let's hit play and so what you'll see now is as as text dies grace is born from those particles and we get the effect we want so i'm going to hit pause and i am going to jump up here and i'm going to get us into our rendered view i am going to click this to get rid of our um guidelines and i want to jump up here to the world setting so that we can make this uh background black so it pops just a little bit more so this is what our rendered look would look like so we're going to hit play and let's watch as the as truth dissolves the particles morph in to the word grace and that's our quick and easy transition from one object to another this will work for any object as you saw in my example it worked for two different logos we could do boxes we could do you know tauruses or spheres the trick is going to be is we just got to make sure that the object that we are wanting to morph into another object has enough vertices so like if you started with a plane you would want to subdivide it many many many times even if you had a taurus you would want to want to subdivide it many times because we're talking about using close to 30 000 particles now at this point if you wanted to we look up here at our render settings i'm doing this in eevee typically i use ambient inclusion bloom screen space reflections and motion blur uh i'm gonna hit zero here so we can see our um our what our camera view will be when we render this we're gonna jump down here um i'm gonna jump over here to i want to get out of temp here i'm going to go to my d drive and i want to go to blender and this will work right here so we'll do blend morph and i'm gonna hit accept and i'm going to do this as an ffmpeg i'm going to click the three dots to click three dots and do mp4 and then i am ready to go to just hit render render animation and we're off to the races on rendering our new product i hope this is something uh that will be useful to you uh transitioning objects between one another i hope you have fun with it please comment with the final product of pictures pictures and or animation you make using this technique we appreciate you would click subscribe
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Channel: Musings from the mind of Kevin Small
Views: 620
Rating: undefined out of 5
Keywords: Blender, Blender 3d, Tutorial, Animation
Id: m3Vw3IgFYek
Channel Id: undefined
Length: 16min 56sec (1016 seconds)
Published: Sat Sep 11 2021
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