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

Linking fractured pieces together using Rigid Body Constraints

Let's talk about Rigid Body constraints. At the moment, our whole statue crumbles at the same time when we start the simulation. While this is very exciting, we can make it a lot more realistic. Let's say we have an object that hits our statue – we want the statue to start breaking at the impact point. Then, the rest of the statue should start to crumble, piece by piece, and then it should collapse.

This is possible with constraints. Constraints are joints or the glue that's connecting the fragments. This is the secret sauce to any destruction simulation. Working with constraints involves a lot of tweaking, so please remember to save your project often. Before playing the simulation after each tweak, remember to hit that save button.

Let's get started:

  1. Select all the fragments by right-clicking the Fracture collection in the Outliner section and clicking Select Objects.
  2. Click...