Destruction in Blender for Absolute Beginners

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hey guys and welcome to another very exciting blender tutorial in this tutorial I'm going to show you how to do this hard all ok that turned out a little bit more intense than I expected but in this tutorial I'm going to show you how to destroy stuff in blender now this is going to be an intermediate level tutorial and if that throws you off the tutorial is distracting for beginners not blender for beginners and if he knew to blender I've got a full beginner to Tartarus and I'm going to link it down below so be sure to check that out first before you come back here but now enough destruction let's jump into the tutorial hard ok then welcome to the exciting world of blender I have a brand new scene here and I already have a cube that we're going to destroy let me just move it up so it sits on this ground plane here for that but they keep selected press G to grab it z to lock the movement to the z-axis Shift + tab to enable snapping and move it up just a little bit so it's exactly on that ground plane press shift & a to add a new object I'm going to select mesh and plane so that's going to add a little of ground plane with that plane selected press s to scale it and you could do that manually or just type 10 on your keyboard that's going to scale it up 10 times and hit enter to confirm and so now we have a ground plane that all of the pieces of our cube can fall onto but we now need to break up this cube we essentially need to pre fracture it to define for blender how many pieces and what type of pieces we want this cube to break up in for that we're going to use an add-on called self fracture and don't worry it's free and included in blender already you just have to enable it so simply come into edit preferences and then in your preferences come into the add-ons tab and up in the search bar simply search for cell it's going to bring you up the cell fracture object right now it's disabled so enable this add-on and then close your preferences again so now it's enabled and we could now simply break this cube but I want to break this cube up in a specific way what I'm going to create is I'm going to create a sphere that's going to fly in from the side and hit this cube on that corner so I want this corner to Chatham more and for that you can actually use the annotate tool in blender to draw onto your object how you want it to break apart and this gives you a lot of control over how you want windows to break or objects to shatter of things to explode it's really awesome and it's super easy in order to do that we're going to use the annotate tool in blender you'll find that in your 3d view on the left hand side if you go little bit down there's the annotate tool and that's actually just a pencil tool essentially that allows you to click and draw in your 3d view anywhere you want and that creates these 3d annotations in your view now let me undo that I actually now want to draw on this cube itself I don't just want to draw a somewhere in 3d space I want to draw on this surface and what you can do is at the top of your 3d view with the annotate tool selected you find some options for the annotate tool placement right now set your 3d cursor let's change that over to surface and because I don't want to accidentally draw on the ground plane I'm going to hide the visibility of that and I can now draw and annotate and the annotations are going to stick to the surface of my objects in a scene which is really cool so now I can actually draw cracks coming out from this corner here and spreading over the rest of the cube and kind of really squiggle this absolute in a little bit let's really make it messy on this corner here because I really want this corner to shatter the most I'm gonna just draw a few lines kind of towards the back as well to kind of wrap around the side of the cube so that there's a bit of fragmentation happening as well and it looks a little bit messy but that should do it's kind of odd most of the fragments to really come from this corner here where I want that sphere to hit the cube that should do just fine so let's bring up the self fracture add-on fill out press f3 to bring up the search and search for SEL fracture there's only one entry in here let's click that and that's going to open up the cell fracture panel now there are tons of options in here that I'm not going to go through in detail all you need to do is make sure you cube is selected otherwise it's not going to break anything at all for the point source I'm actually going to change this over to the annotation pencil so that's going to use our annotation marks on this object to determine how to break it up sauce limit I'm gonna set this 250 that's the amount of particles and points and pieces that this cube is going to be broken into if you ramp this up you'll get more pieces but computations will take longer and physics will run slower recursive chatter by default is set to zero and I'm going to set this to one that allows in this add on to break pieces that it has already broken so it's like a rebranding of pieces it adds a bit more detail again creates a few more pieces and makes it a bit slower but I think it'll just look a little bit nicer I'm going to leave the rest as is all I'm going to change is under scene for collection I'm actually going to create a new collection called fragments so all of the pieces that this addon generates get placed in this collection otherwise they'll just get dumped in my route scene collection and it gets a bit messy so with all of that setup let's it okay and let's let this add-on do its thing after a few seconds our cube has been broken up we have a new collection in our scene called fragments that contains all of the pieces and if he rotate around the object you'll see this V is flickering and that just caused by the fact that the default cube that we started out with is still in our scene so let me hide the visibility on that so now you can see the pieces but we still have this annotation and you can delete that either up here under the settings for the annotation tool with this node select you can just press - you can also press m to bring up the properties panel come into the view and under here you'll find all of your annotations in the scene again you can hide them from here you can just delete them it's going to delete it press M to hide that panel again and return to the selection tool let's unselect and here you can see how the cube has now been broken happening and see that it's broken up much more wife drawn all of my scribbles answers really is shattered in this corner here and then the rest is kind of bigger pieces which looks really cool so let me unhide my ground plane again and expand the timeline at the bottom of my 3d view if I now press space to play this back absolutely nothing happens because we haven't yet edit physics so let's do that next first off though let's reselect the cube I'm also going to show the visibility of it again and let's bring up the properties panel and one important thing if I come back to the item tab to note is the scale this cube here that we've shattered apart is two meters by 2 meters by 2 meters and the reason this is important is because if you're dealing with physics physics are based on the size of the object an object that's 200 meters in size is going to visibly fall slower than something that's just 2 meters or 20 centimeters or 2 nanometers right so just be aware that this is 2 meters by 2 meters which is actually fairly big so just be aware of the scale whenever you're dealing with physics let's hide the panel again and let's hide the cube again and let's select any of the pieces of this cube that we want to apply physics to over on the right hand side let's come into the physics tab and let's add a rigidbody to it I'm going to leave most things on default type active because we want this to actually move mass will deal with in just a minute collision I'm going to leave on the default but I'm going to expand the surface response I'm going to give these pieces a little bit more friction because I want them to not slide around too much I'm kind of imagining this being more like cement or brick or something like that so good Oh Jack the friction up to somewhere between 0.7 0.8 and if you now play this back you will have this one single piece animated it just drops through the floor and none of the other pieces moved because this is the only object now seeing that we've have defined physics for so far and with this object still selected you can see this really bright orange highlight and I want to select all the other pieces of this cube as well the easiest way to do that because we've moved all of our fragments into a collection in the outliner simply right click onto the fragments collection and choose to select objects that's going to select all of the other ones but and I hope you can see that the piece we had selected which is our active selection is still highlighted in orange so this is still the piece that has physics on it but all of the other ones are selected as well and with this particular selection I can now come into object rigidbody and copy from active that is going to copy the physics settings from my current active selection which is that bright orange piece to all of the other ones so let's select that and now if you select any of the other pieces in this cube they should all have the same physics settings and that looks fine to me let's select the ground plane as well and again over on the right hand side in the properties panel let's add rigidbody to this plane as well the type here I'm going to change from active to because I don't want the ground plane to move I just wanted to sit there and do nothing at all but I'm also going to increase the friction just a little bit to maybe point seven because again I don't want things to slide around like it's all glass and ice so let's zoom out a little bit remind and let's play this back end so see what happens that is pretty cool so far you can see that all of the little pieces here kind of shrink all down and then the rest kind of crumbles apart really nicely now one thing that happens when we copied those physics properties from our piece to all of the other ones is that all of these pieces right now have the same mass they have the same weight which isn't realistic because bigger pieces usually have more weight and these small ones here should be much lighter and so therefore the physics would affect them differently now you could go through every single one of them and adjust the mass but that would drive you a little bit insane instead what I'm going to do is I'm going to right click on my fragments collection in the outliner select all of these pieces and I can now get blender to just calculate the mass based on the volume in my 3d scene for that with all of these objects selected come into object rigidbody and there's an option here to say calculate mass let's select that and blender will give you the option of choosing what type of object you're dealing with and it's really cool you can make it wood glass gold different things but I'm going to choose brick compressed feel free to pick whatever you want to that just determines how the mass will be calculated this piece here is now 113 kilos the smaller ones 87 and the small I select you can see that the mass gets lighter so these ones here is point 2 kilograms and weight some of the bigger ones are like 400 kilos and now if you want to play this back this act a little bit more realistic because the bigger pieces are actually heavier the bigger pieces will be harder to move also an impact you'll see that the small pieces will fly off much much quicker now the next thing we need to do is I actually want a sphere to destroy this cube I don't want the cube to just crumble right off the bat for that let's come back with any of the pieces in our cube selected come back into the physics settings and that's come all the way down and expand this dynamics option let's move further down and in here you'll find an option for deactivation which controls when these elements are being added and removed from the physics simulation and actually be animated so let's enable deactivation expand this and in here you'll find another option that says start deactivated and I want all of my pieces to start deactivated so let's select that and you can control what force is required to activate the object and what force is required to keep them alive before they deactivate again go to leave all of that on default but again remember we only changed the physics property for that one selected object so again in our sin collection right click fragments and select all objects come into object rigidbody copy from active but because in the active object we had selected have a mass of 410 kilograms now all the other ones will also have that same mass and we need to recalculate the mass so they all still have their individual weights to them so with everything still selected object rigid body create weight mass and again I'm going to select brick pressed so now all of our pieces will start deactivated and they all still have the individual mass if you now rewind and play this back nothing happens and that's exactly what we want we want is to start out with no destruction at all and we're now going to use a sphere to smash in and destroy our cube for that let's press shift and a add a new mesh and I'm going to add a UV sphere G and that to move it up a little bit I'm also going to say little snapping and scale this cube down just a little bit maybe maybe about that size maybe a little bit smaller G and Y and let us move this kind of to the corner here I'm going to move the sphere to exactly where I want it to smash into the cube which is right here move this over just a little bit so I'm going to animate the sphere to kind of come flying in from the side and then hit the cube on just that corner maybe I'll just move it over and move it down just a little bit so we just get a little bit more often impact and now with my time at frame 1 let's just move this sphere over to the right hand side to somewhere off screen off camera or high of how you want to move it come into the object properties right click on to the location to insert a keyframe come forward to maybe frame 20 totally up to you and how fast you want this fear to move G and X and let's just move this sphere all the way over to behind that cube so would have to pass right through it right-click insert a keyframe so now we've animated the sphere to kind of travel through that cube and if you play this back nothing would happen because the sphere right now doesn't have any physics so with the sphere selected let's come into the physics properties add a rigidbody let's come down a little bit and here it's important that you enable animated because we actually added keyframes to the sphere if you don't do this then this will just drop down because it'll just be taken over by the physics simulation in blender but if you tell blender this is animated means the keyframes will control the movement not the physics let's rewind and play this back cool now that looks pretty good but you may notice that the physics it doesn't quite work right it looked like the sphere passed through these pieces here and then starts smashing into the ones at the back it's only here when the collision happens and this is due to the time step detail of the physics simulation if I go a single frame back while the spheres here one frame in it's already passed these little pieces here so blender hasn't picked up that it's actually touching all of those pieces because it kind of looks like the spheres teleporting each step but we can make the physics simulation more accurate quite easily for that let's come into the scene settings expand the settings for the rigidbody world which is essentially the physics simulation that you have within your 3d scene and down here you'll find steps per second which is per second of animation how many steps how many in-betweens would blender calculate right now this is set to 60 you can check this up pretty high I'm going to go 200 which is pretty detailed it's pretty intense but also the spheres moving pretty fast and I want to capture all that in between it will make the physics simulations slower but it'll just make it more accurate okay a quick intermission changing these settings does nothing to fix the speed collision at this point and I didn't realize that until after I recorded the tutorial the reason for this is that the sphere is still keyframes and this setting steps per second will only affect objects that are controlled by the actual physics simulation but because we are going to is the sphere from the keyframe animation into the physics simulation in just a minute this is still going to help make the collision more accurate so I'm just gonna roll with it but now back to your usual program solve iterations I'm also going to jack up to 20 just to give the calculations themselves a little bit more detail it is again it adds a little bit to the simulation and makes it slower but you know you trade one in for the other let's rewind and play this back and just see what happens cool that looks a little bit better already I'm still finding that the sphere still kind of passing through those objects right there and I think what I actually want to do is I don't want this feed to be an unstoppable force I kind of wanted to actually impact with this cube right there rather than just passing through so what I'm going to do is I'm actually going to animate it up until here and then release it into the physics simulation and the physics simulation is going to pick up that velocity from the keyframes and then the cube is just going to respond to this cube a litte bit more realistically for that let's come back a few frames from the impact so that's the impact let's go one frame back maybe it's got two frames back with the sphere selected come into the physics setting and I want to now keyframe this animated property here at this frame also wanted to be animated so let's right click and insert the keyframe let's go forward one frame and I'm worried that everything looks messy I think the casing is a little bit messed up right there let's uncheck it the animated property for the sphere right click and insert a keyframe so now at this point here the sphere is going to be let go and it's actually going to just respond to the physics in the scene so let's rewind and play this back cool and now the sphere is actually impacting with that cube and is bouncing off now it doesn't do much damage right now but that's also because the mass the weight of this piece is only one kilo so let's us Jack this up to maybe a hundred let's remind this position to come out a little bit better so we can see this and let's play this back cool that's not bad I still find that it doesn't have enough power and one of the easy things you can do you can actually just tweak these keyframes here so let's just kind of bring this last keyframe in a little bit so the sphere will move with with more force but I want to make sure that I release it into the physics simulation before it reaches the cube so at this point here let's release it into the simulation let's rewind and play this back I'm still not finding it powerful enough so maybe I'll give it a mass of a thousand and let's try that again yep that's a little bit better and again let's just keep tweaking these keyframes a little bit make this fear even faster and release it just a little bit quicker into the simulation so maybe at that point and just give that a try cool and there you go that looks a whole lot nicer let's rewind sue in a little bit and let's check this out in all of its gory detail and there you go there's a lot of cool stuff you can do with destructions in blender from here you'd add some materials you had set up the scene some lighting and render this out and get some really cool effects don't forget to enable motion blur for all of the little bits and pieces flying off and I've come up those things and other two towards already that I'm going to link you down below but hopefully this gave you a first view at what you could do with destruction and physics in blender and hope you'll have some fun with it and that's all this to it if he enjoyed this to talk is hit that like button if you new here hit the subscribe button and if you want to watch more just click these links over on the right hand side if you want to support me what I'm doing this channel be sure to check out all the links down in the video description and as always thank you very much for watching and until next time I will see you later [Music]
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Channel: Surfaced Studio
Views: 466,855
Rating: 4.9438429 out of 5
Keywords: blender, tutorial, destruction, how to destroy an object, destruction effect, blender 2.8, how to break object, shatter effect, fragment, explosion, collapse, cell fracture, 3d, free, best 3d software, add-on, surfaced studio, intermediate, how to keyframe, collission, impact, detonate, how to shatter an object, vfx, special effects, visual effects, instructions
Id: ogWQs_7DU0Y
Channel Id: undefined
Length: 19min 13sec (1153 seconds)
Published: Sun Apr 19 2020
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