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
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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
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