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Animation
Physics
Blender Tutorial
Destruction
Destroy things
Easy
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CG Geek
Blender
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  • ruRussian
Download
00:00:02
all know that destroying things is often
00:00:04
way more fun so step aside Michael Bay
00:00:06
in this blender tutorial you're gonna be
00:00:08
learning three unique easy ways to
00:00:10
animate destruction in blender
00:00:16
the coolest thing is we're not using any
00:00:18
paid add-ons everything we're doing
00:00:20
today can be done by you for free at
00:00:22
home and a big thanks to kamino for
00:00:24
sponsoring this video their custom built
00:00:26
water cooled workstations are Beyond
00:00:28
incredible learn more about Camino and
00:00:30
their grondo RM featuring four RTX 3090s
00:00:33
water cooled later on in the video and
00:00:35
check them out with the link in the
00:00:36
video description below
00:00:39
so our first destruction animation is
00:00:41
going to be done using only blender's
00:00:43
internal tools and that is going to be
00:00:45
using particle systems and the explode
00:00:47
modifier so I'll be showing you how to
00:00:48
do this on a TIE fighter which I think
00:00:49
is a good use case for this Method Of
00:00:51
Destruction so I'm using this model here
00:00:52
off of sketchfab I've modified it to
00:00:54
work right inside a blender you can
00:00:55
download this in the description if you
00:00:57
want for this method you start by adding
00:00:58
a particle system to your object extend
00:01:01
the lifetime for as long as you want the
00:01:02
animation to go and then adjust the
00:01:03
start and end frames to when you want
00:01:05
your model to start destructing to when
00:01:06
it's completely destroyed this has to
00:01:08
happen pretty fast to be semi-realistic
00:01:10
so I'm going with 15 and 18. basically
00:01:12
it's going to take three frames for
00:01:14
everything to be destroyed into
00:01:15
particles so jumping into your modifier
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tab add in the explode modifier this
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method works by taking the faces of your
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mesh and transforming them into
00:01:22
particles and then you can interact with
00:01:24
those particles with force fields and
00:01:26
objects and stuff so it's pretty cool
00:01:27
choosing cut edges will give you more of
00:01:29
The Shard look that looks better for
00:01:31
Destruction and you can make these
00:01:32
particles a little bit smarter by going
00:01:33
to the particle system tab checking
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rotation and then also checking Dynamic
00:01:37
then in the physics tab you can choose
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multiply mask with size and increase the
00:01:41
mass to something larger three Works in
00:01:43
this example then under viewport display
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you can hide the particles by choosing
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none so now that your model is destroyed
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into particles you can do some cool
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things like using forced fields to
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control these here I added in a
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turbulence modifier gave it a strength
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of something big and you can see how it
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just rips the model apart now sending it
00:01:57
in every which direction which might
00:01:58
work well for a space explosion you can
00:02:01
also add objects to interact with this
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for example I'll add in a plane for a
00:02:04
floor here and under the physics just
00:02:05
choose Collision give it a dampening of
00:02:07
five and a friction of five and then add
00:02:09
a little bit of randomization to both of
00:02:11
these values as well for a little bit
00:02:12
more realism and you can see with that
00:02:14
the particles are now interacting with
00:02:15
another object you can do the same thing
00:02:17
with animated objects if you want to
00:02:18
have a Suzanne head for example rip into
00:02:21
the Tie Fighter so here I just added the
00:02:23
same physic collisions to that Suzanne
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model I enabled automatic keyframing
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added a keyframe and frame one jump to
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frame 30 and added another keyframe now
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you can see that Suzanne had interacting
00:02:32
with the particles and ripping through
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that TIE fighter like it's butter it's
00:02:36
not always the most realistic but it's a
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super easy method to get quick results
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exploding things in blender
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second way you can animate destruction
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in blender is using the cell fracture
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add-on and rigid body physics
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I'm rendering all of these animations on
00:02:55
the grondo RM from kamino kamino builds
00:02:57
custom water cooled professional killer
00:03:00
workstations and by killer I mean this
00:03:02
thing destroys benchmarks the grondo RM
00:03:05
I have here features a water cooled 32
00:03:08
core threadripper CPU along with four
00:03:11
water cooled RTX 3090s blender works
00:03:14
extremely well with extra GPU power so
00:03:16
single frames in these animations were
00:03:18
rendered in just seconds in the full HD
00:03:20
rendered animations finished in just
00:03:22
around 25 minutes learn more about
00:03:24
kamino and their Grando RM water cooled
00:03:27
workstations with the first link in the
00:03:29
video description for this example I
00:03:31
have a new 3D scanned Rock model that
00:03:33
you'll be learning more about in the
00:03:35
near future so stay tuned for that and
00:03:36
you guessed it we're gonna be destroying
00:03:37
this rock so for this one we have to
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start by enabling the cell fracture
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add-on and the preferences once you
00:03:43
check that box it's enabled and if you
00:03:45
go to your object drop down quick
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effects choose cell fracture here we
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have a lot of settings but it's actually
00:03:49
quite simple The Source limit determines
00:03:51
how many broken parts of the Rock gonna
00:03:53
have noise adds a little bit more
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Randomness I found a low value of this
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works you can't go too high with it
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though and then the recursive shatter
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options allows you to take shards that
00:04:01
are already broken and break them into
00:04:02
even more small pieces you can go a
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little bit with this I like to go about
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two but again too much with the rigid
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body physics gets pretty messy there's a
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few other options here for determining
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which shards get broken into smaller
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pieces you can play around with these
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making it random or just breaking the
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big shards smaller but I actually found
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small to be more realistic and then the
00:04:19
last setting that you want to pay attention to is the material setting
00:04:21
here so if you look at the object I
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actually have two materials this is
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because I want a material for the inside
00:04:26
of those shards as well and if you set
00:04:28
your settings to be material one that
00:04:31
will mean that all the materials on the
00:04:32
inside of this object once it's
00:04:34
shattered will be using the second
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material in your material tray so with
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that said go ahead and click ok now you
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can see that object is broken into a
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bunch of smaller Shard objects and your
00:04:43
original object is still there you're
00:04:45
going to want to make sure you grab this
00:04:46
and move it out of the way otherwise it
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will be messing up your animation now go
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ahead and hit B to box select all these
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shards inside of that rock go object
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down to rigid body and choose add active
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then you can go back to object again
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down to rigid body again and choose
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calculate mass with them all selected
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still here you have a bunch of different
00:05:02
presets for calculating different
00:05:03
weights of different objects and for
00:05:05
this one we're going to choose Stone
00:05:06
crushed now you can see if you jump to
00:05:08
the physics settings all of these
00:05:09
objects have a different unique Mass
00:05:12
depending on the size of The Shard this
00:05:14
adds a lot of realism to your animations
00:05:16
grab a floor plan then go object rigid
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body and choose add passive and that's
00:05:20
the basic settings for a rigid body
00:05:22
animation and as you can see once it's
00:05:24
destroyed the inside of this rock has a
00:05:26
different material and this is just a
00:05:28
basic Rock PBR material with the mapping
00:05:30
set to generated instead of UV this is
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really the only way to avoid too much
00:05:34
stretching and the textures on the
00:05:36
inside of those shards easily but now
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you can take these rigid bodies even
00:05:39
further by using a few constraints so
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select all of your shards again go
00:05:43
object rigid body and this time choose
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connect to keep it organized I like to
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select all the rock shards and
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constraints and then hit M to move them
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to a new collection that I'll name
00:05:52
something like rack now if you shift
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grab one of your constraints to make it
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the active constraint and jump to your
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physics tab you can see that we have a
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few settings here for the constraints
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starting with breakable go ahead and
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check that on and then right click copy
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to selected this will add the same
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setting change to all of those rigid
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body constraints same with the threshold
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select them all change the threshold to
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something like 25 and then right click
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that value and choose copy to selected
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now all of these constraints have
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breakable and a threshold of 25 set to
00:06:19
them and so if you played back the
00:06:21
simulation you can see it's quite a bit
00:06:22
more realistic as some of the shards
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hold together and some of them break now
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that just playing around with this
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threshold value will determine How
00:06:29
likely a rock is to break when it
00:06:31
collides with something as you can see a
00:06:32
value of 55 breaks a pretty decent
00:06:35
amount still but a value of a hundred
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actually holds together more or less
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another great physics use case for the
00:06:43
cell fracture add-on is something like a
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log or beam like I have here if you want
00:06:47
to have a little bit more control on how
00:06:49
your object or log in this case is
00:06:50
shattered you can use The annotation
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tool you can select it on your toolbar
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or you can hold down D and draw some
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lines across your object here now if you
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go object quick effects and choose cell
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fracture you can shift select annotation
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tool and now when you process that you
00:07:03
can see that all of these shards are
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focused around those lines that we drew
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on our object now you can even affect
00:07:09
the cell fracture even more but this
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time along the X Y and Z scale change
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the Z value all the way down to
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something small like a 0.1 and that will
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make these shards very long and skinny
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along the z-axis as you can see here
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which look a lot more like shards of
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wood if you're going to shatter this log
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as of course enzymatic specs I went
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ahead and did
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now you might have realized the default
00:07:31
Cube almost made it throughout the
00:07:33
entire video without getting destroyed
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so we have to take care of that right
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now for our third Method Of Destruction
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inside of blender we're going to be
00:07:40
using the molecular free add-on first
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we'll install the molecular add-on by
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going into your preferences and making
00:07:46
sure you've downloaded the molecular
00:07:48
script I'll leave the GitHub Link in the
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video description where you can download
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the script for your specific computer
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then just click install in the blender
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add-ons and choose the molecular zip
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file and if you switch from all to user
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installed add-ons make sure you have the
00:08:00
molecular script enabled with that
00:08:02
little checkbox there so to bring up
00:08:03
your molecular script add-ons you're
00:08:05
just going to hit n on your keyboard to
00:08:06
bring up your properties tab along the
00:08:08
sidebar we have a few different tabs
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just select the molecular plus option
00:08:12
here right off the bat with the cube
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selected you can choose 3D grid and if I
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hit Z to go into wireframe mode and you
00:08:17
can see this adds a whole bunch of
00:08:18
particles in a grid inside that Cube you
00:08:20
can go ahead and add a floor plan choose
00:08:22
the collider option on the plane within
00:08:24
the add-on here and then if you played
00:08:26
back your simulation you can see all
00:08:27
those particles would pour out and fall
00:08:29
onto the plan but something's different
00:08:31
because unlike blender's normal
00:08:32
particles these are actually piling up
00:08:34
on top of each other because they're
00:08:36
interacting with each other that's one
00:08:38
of the ways where the molecular script
00:08:39
is super cool we can make it even
00:08:40
smarter if we jump to our physics tab
00:08:42
with the cube selected you can see we
00:08:44
have some settings for the molecular
00:08:45
add-on starting with the link setting go
00:08:48
ahead and choose Link at Birth then
00:08:49
choose calculate particles weight by
00:08:51
density and give it the preset of sand
00:08:53
which I found worked pretty well just by
00:08:55
changing those two settings if you were
00:08:56
to move your Cube up into the air free
00:08:58
the bake and then calculate the
00:08:59
stimulation again you can see that it
00:09:01
now bounces around like a chunk of jello
00:09:03
because all those particles are linked
00:09:05
together but if we wanted to break apart
00:09:07
because this video is about destruction
00:09:09
you can take the broken value here at
00:09:11
the bottom and give it something smaller
00:09:13
like a 0.1 a little bit of random broken
00:09:15
also helps add some realism to the
00:09:17
simulation now you can see it's breaking
00:09:18
with only certain parts of the particles
00:09:21
still holding together depending on
00:09:23
where the velocity is hitting that cube
00:09:25
in a very realistic satisfying fashion I
00:09:27
might add now to render these particles
00:09:29
you can just add in another Cube select
00:09:31
your particle Cube and under the
00:09:32
particle settings first change the
00:09:34
viewport display to not show the emitter
00:09:36
so uncheck show emitter and then under
00:09:37
the render settings also uncheck show
00:09:40
emitter then under the render as change
00:09:41
it from Halo over to object and for that
00:09:44
object choose the second Cube that we
00:09:45
just added into the scene now if we
00:09:47
recalculate our simulation you can see
00:09:48
it's made up of a bunch of smaller cubes
00:09:50
this is pretty cool but I still don't
00:09:52
feel like we've caused the default Cube
00:09:53
enough pain yet so go ahead and add in
00:09:55
another Cube this will be our
00:09:57
destruction Cube and the molecular
00:09:59
settings set it as the collider enable
00:10:01
automatic keyframing and on frame one
00:10:03
give it a keyframe on frame 50 move it
00:10:05
to swipe through the cube and add in a
00:10:07
second keyframe and then when you
00:10:08
calculate the simulation you can see
00:10:09
here that I missed
00:10:12
that's a little embarrassing so go ahead
00:10:14
and move those two keyframes down a
00:10:15
little bit and you can see that now it
00:10:17
collides with the cube when we calculate
00:10:19
the simulation and it looks really sick
00:10:21
you might notice that these cubes aren't
00:10:22
rotating and they're keeping their exact
00:10:24
same rotation the whole time which
00:10:25
doesn't look very cool so just like we
00:10:27
did for the first method of destroying
00:10:28
things if you jump to your particle
00:10:30
settings and turn on rotation and enable
00:10:32
Dynamic then calculate your simulation
00:10:35
again you'll see that those cubes are
00:10:37
now rotating and when they get collided
00:10:38
with they go spinning and fly off in a
00:10:40
very satisfying destructiony type of way
00:10:43
now you can change the quality of this
00:10:45
by selecting your particle Cube and
00:10:46
changing the size I found going down to
00:10:48
a .05 was about as far as I wanted to
00:10:51
push it then you just free the bakes and
00:10:52
click 3D grid again and as you can see
00:10:54
it added about twice as many cubes to
00:10:57
our simulation you can adjust the step
00:10:58
setting here as well in the add-on going
00:11:00
smaller we'll calculate the physics
00:11:01
faster but lose a little bit of accuracy
00:11:03
so this is up to you I'm going to go
00:11:04
with a value of 12. if a lot with the
00:11:06
magic of editing here is our finished
00:11:08
simulation and it's looking very dope so
00:11:11
go ahead and Destroy as many different
00:11:12
fault cubes now as you like
00:11:17
now as a bonus tip you can use this
00:11:19
method in combination with our second
00:11:21
method having the molecular particles as
00:11:23
a ground plane underneath a cell
00:11:25
fractured surface and when you set up an
00:11:27
object as a collider for the molecular
00:11:28
add-on as well as the rigid body physics
00:11:30
you can get some pretty cool results
00:11:31
bursting through both of these layers
00:11:33
combined so if you guys have learned a
00:11:35
few new ways to destroy things inside of
00:11:37
blender hope you enjoyed this video if
00:11:39
you did let me know with a like on the
00:11:40
video and if you had a question you can
00:11:41
leave a comment below thanks again to
00:11:43
Camino for sponsoring this video check
00:11:45
out their incredibly cool pun intended
00:11:47
custom water cooled workstations with
00:11:49
the link in the video description
00:11:51
that'll do it for me guys and I'll see
00:11:52
you soon in another video bye-bye

Description:

3 Easy Destruction Animations (Blender Tutorial) Check out Comino and the Grando RM: https://www.grando.ai/en/choose-a-gpu-machine-for-ai-deep-learning Patreon: https://www.patreon.com/cggeek Tiefighter Model: https://sketchfab.com/3d-models/3d-tie-fighter-star-wars-model-5375de94c2484ab0b2a2bd75aa63c2b4 (Edited for Blender) : https://drive.google.com/file/d/1t1qZULllRflpVgXTuxEq8MpCDTuRoTmI/view?usp=share_link Molecular+ Addon: https://github.com/u3dreal/molecular-plus/releases CG Geeks Discord! - https://discord.com/invite/awfcPvG Music and SFX: http://share.epidemicsound.com/cggeek (1month free trial) subscribble for more giggle: https://www.youtube.com/user/Blenderfan93?sub_confirmation=1 See ya over on da grams: https://www.facebook.com/unsupportedbrowser or if ur a tweeter: https://twitter.com/cggeeks

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