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

Chapter 9: Rigid Body Simulation: Destroying a Statue Using Physics

In this chapter, we will be destroying a statue model using Rigid Body physics! First, we will break our statue into smaller pieces by using a free Blender add-on called Cell Fracture. Then, we will apply physics properties to these fractured pieces and link them together using Rigid Body constraints. We will also animate an impact object that will activate the physics simulation and destroy our model. Let's get started!

In this chapter, we will cover the following topics:

  • Installing the required add-ons
  • Setting up the scene
  • Using Cell Fracture to break our model into smaller pieces
  • Fracturing the impact point using the Annotation Pencil
  • Applying Rigid Body physics to the fractured pieces
  • Linking fractured pieces together using Rigid Body constraints
  • Animating a Rigid Body impact object
  • Baking the final physics simulation