Book Image

Taking Blender to the Next Level

By : Ruan Lotter
Book Image

Taking Blender to the Next Level

By: Ruan Lotter

Overview of this book

If you're ready to start exploring the more advanced workflows and processes in Blender to create intricate 3D models, then Taking Blender to the Next Level is for you. This book focuses on a few different VFX-related workflows such as geometry nodes, organic modeling, 3D camera tracking, photogrammetry, sculpting, compositing, and physics simulations. You’ll learn how to use geometry nodes to create dynamic motion graphic scenes as well as perform 3D scanning of real-world objects using photogrammetry. You’ll also find out how to model, rig, and animate your own 3D characters from scratch. Next, you’ll progress to using simulations to break objects apart and then use cloth and hair simulations to add realism to your 3D creations. Finally, you’ll go over the final render settings and export your 3D animation masterpiece as a video. By the end of this Blender book, you’ll be able to model your own 3D characters, objects, and landscapes; rig, animate, and texture your characters; 3D track live-action footage; and composite your 3D characters into live-action scenes.
Table of Contents (19 chapters)
1
Part 1: Modeling, Materials, and Animation Workflows
10
Part 2: Let's Do Some Physics
14
Part 3: Match Moving and Compositing

Rigid Body physics

In this section, we will apply Rigid Body physics to all the fragments of the statue. We will also look at the different physics parameters and what they do. You will also learn how to calculate the mass of each fragment to create a realistic-looking simulation.

Let's get started:

  1. Let's begin by centering the origin (or pivot) of each fragment. Select all the fragments in the 3D Viewport (without selecting the ground plane). An easy way to do this is to right-click the Fracture collection in the Outliner section and click Select Objects. This is an easy way to select all the fragments or objects in that collection.
  2. Click the Object menu at the top of the 3D Viewport, then click Set Origin and select Origin to Center of Mass (Volume). This will position the origin of each fragment to the center of its mass by volume.

Figure 9.12 – Centering the origin of each fragment

  1. Next, let's apply Rigid Body...