Making Your First Destruction Simulation in Blender 2.9 (Tutorial)

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hello and welcome to another tutorial today we're going to be doing destruction physics in blender we're going to be ending up with this so if you're interested in making that then stick around and i'll show you how so we're going to be leaving this cube in we just need to bring it up a bit so that it can fall down so we're pressing g z bring it up on the z axis uh somewhere about there is all right then we can bring in a plane pressing shift a under mesh and under mesh plane scale it up a bit by pressing s we need to add a solidify to this plane so that when the object when the cube falls down it it lands nicely on it and doesn't pass through at all um because currently this plane is infinitely thin and collisions uh simulations collisions things like that don't like dealing with infinitely thin surfaces so we need to give it some thickness to do that we click our plane go to the modify tab and make this a bit bigger and set it to solidify this gives it a bit of thickness but let's give it a little bit more just like that and apply it now we can give our plane and our cube some rigid body physics so click our cube and under physics properties select rigid body um it's already set active so that means it falls however it passes through the plane so we need to set our plane to rigid body as well click rigid body and passive so that it doesn't fall down and the cube just lands on top of it just like this perfect okay so that's our basic simulation but what we want to happen is this cube to fall down and as it hits the floor it breaks up into lots of pieces to achieve this we're going to be using a thing called the cell fracture it's an add-on so if you don't have it you need to come up here to edit preferences and under add-ons search for cell fracture and if it's not enabled enable it and it should be good to go this basically allows us it's an add-on for blender that allows us to break up objects into lots of different pieces so to do that i'm going to be using a thing called the annotation pencil basically we're going to draw on some cracks onto the cube the annotation pencil is this tool right here and it allows us to just straw around squiggle in space um but to get it to stick to the cube we need to change it from 3d cursor up here to surface now it will stick to any surface we draw onto um just to make it easier for myself i'm going to set the plane to be invisible for now just so we can draw some cracks onto the cube we don't need to be too kind of specific with this um but i'm going to draw lots on the bottom just all over the place it doesn't really matter and then fewer as we go higher up as there's less kind of cracks going on so literally just draw all these cracks onto the cube don't think about it too much just like that i think that'll be fine now we need to use the cell fracture that will look at these lines and make cracks from these okay so with the uh with the cube selected press f3 and that brings up a search i've already searched for it but if you literally type in cell fracture it's just there click it and it brings up this panel and let me just check if that is being recorded okay it is all right so this brings up this panel and at the moment it says own particles but we need to set it to annotation pencil because that's what we're using and the source limit is how many pieces the maximum amount of pieces uh it will create i like to set this to something a bit higher maybe 150 200 i'll set it to 200 just so we have lots of pieces the recursion set it to one and the scene collection we definitely want i'm going to name it pieces this will basically make a a new collection full of the pieces so there's not loads of different objects filling up your scene okay so once that's all done uh we're good to go you can click ok and it will make all of these different shards of the cube and it will put them all into their own collection as well okay now that that's done you should have a bunch of of pieces all in this all in this folder or on this collection uh if we invisible the cube you can see the cube's been broken up and if we come up here to note you can set the annotation pencil to be invisible because we don't really need it anymore we can switch back to this little i don't know what this is a little arrow thing um right so now okay this is what we have at the moment we have a plane uh and we have our cube and it falls down and it lands but these shards just stay up here we need we need them to fall down too okay so let's let's let's say we want to make one of these shards also be a rigid body um we can come over here rigid body um and what happens well it interacts with the cube we don't we don't want that uh we want we want our oh my god we want our uh cube not to interact with these okay you might be thinking well why don't we just make this just you know all fall down and then break up on the floor well if we do that you can see you can see these cracks these cracks are all very visible um in in like in rendered view and thing you can see them there so we need what we need to do this is what we're going to do we're going to have the cube the original cube here fall down as it does more now it's interacting so i need to quickly select this one set it to not be rigid body anymore there you go so this will fall down and land on the surface we need it not to interact with these other shards okay so what we're going to have is this cube falling down and as it hits the floor it's going to disappear and these will appear okay so it's going to be two separate simulations but to start off with um i'm going to do something i'm going to i'm going to give this cube its own kind of weight set it to like concrete or something we can do that by coming up here to object rigid body um and calculate mass let's set it to let's set it to concrete yeah that's right here so now it falls and acts like concrete okay um we we need to make it so it doesn't interact with these other elements because we want these to be rigid body too but we saw when they are rigid body or clydes so to solve this we need to turn we need to bake this movement this animation into keyframes so it's pretty easy to do let's just see where it lands okay it stops moving around frame 21 frame 21 let's say so come to object rigid body bake to keyframes and set the end frame to yeah 21 and that will remove the rigid body element but it will also still move because it's now a cube that doesn't interact so now when we make one of these shards a rigid body it falls that's perfect okay so we can invisible this cube for now what we need to do now is make all of these pieces fall down together not just this single one so with this original piece we've given the rigid body element selected we can right click on the collection of pieces and click select objects okay now you can see this one we originally had is selected orange and these are all a darker kind of orange okay this is our active piece so when we come to object rigid body we can see um copy from active there it is that will mean that every single piece will be rigid body okay so now it all falls together unfortunately uh they're not concrete so we need to come to object rigid body calculate mass where is it there it is concrete perfect they all fall and axis and acts as a concrete now so if we can have a look at our cube it falls with them but we need the cube to disappear we don't want the cube there and we also want these shards not to be there while it's falling so we need to keyframe its visibility let's first do it with the cube so let's invisible our pieces and find out just where this cube hits the floor okay so come along here and around frame 20 it seems to hit the floor okay so frame 19 we want it to to be the last point as visible so if we click our cube at frame 19 we can come to its object settings here and under visibility we can determine we can keyframe whether it's in a viewable in the viewport and the renders so we want it to be viewable at frame 19 so we can keyframe that and then if we come along to frame 20 we don't want it to be viewable we want it to disappear so click these uh unselect these and mark that as keyframed so now we can see i mean i can't see the keyframes but i don't know why but hey whatever it works so it falls and disappears now we need to do the inverse for the pieces so it falls disappears at frame 20. so at frame 19 is the last point that these pieces are invisible okay so let's let's go back to here and find just one piece just one piece um let's do this corner one here big piece we want it to be um visible uh invisible at frame 19 so let's make it invisible here and keyframe it we then want it to be visible at frame 20. just like that so check marked and keyframed so now perfect when the cube's here that piece isn't when the when the cube's gone that piece is there okay but the the way we need to get it to act on all of these is by linking so with this piece that we've keyframed selected we need to do control l and that does make links all right first i forgot we need to have this piece selected and right click on the pieces select objects just like this ctrl l and animation data that basically links the animation data that we've made down here um like this so now that as that disappears the shards appear okay so if we go back to the beginning of our simulation and play it it works perfectly the the cubes fall down the cube falls down and as it hits the floor at frame 19 it turns into the pieces and that's exactly what we wanted so we've ended up with uh quite convincing uh rigid body physics destruction physics so let's make the plane a bit bigger and have a look through my camera and just begin setting up the scene so it kind of breaks up here okay let's bring the camera up a bit so it falls down breaks up nice that's good okay let's come to rendered view and we can start to kind of render this thing out i'm not going to put too much thought into it but the good thing about cell fracture is that these individual pieces will retain the same material as our cube so if we give our cube a certain material over here let's say we make it green these pieces will remain green as well okay i'm just going to give it a nice pastel kind of color something like that and i'm going to make the floor a kind of red no that's horrible black that's fine and i'll make it rough as well so this is what we end up with oh brilliant now it's not working there you go you have to come back to frame one that's why because it has to render it all out and this is what we've got that's looking nice i like that i like the colors as well so there you go that's um that's how to make uh rigid body physics um if you enjoyed it leave a like um if you want to see more tutorials from me then subscribe uh yeah i my recent fire simulation video kind of blew up got more views far more views and attention and support than i was ever expecting so that's really nice to see so thank you guys for all the likes on that video and if you're new around here hello welcome to the channel um yeah uh thanks for watching if you've learned something let me know any questions uh let me know any tips let me know um but yeah see you in the next one bye-bye
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Channel: Michael Quinn
Views: 1,943
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Length: 15min 10sec (910 seconds)
Published: Sun Feb 21 2021
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