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#Blender tutorial explode how to#
I wasn't quite sure how to get an explosion to work but when I ran the game engine as a test the objects exploded simply because that's what happens when the objects are too close together in the game engine, it treats it as a collision. This meant that there would be relatively few shards created by the actual script, in the end I opted for 20 shards to be created (once enabled script appears in search menu, press T after running the script to see the options) as I wanted them to stay quite bulky. Now I knew that I could do the smaller shards with a particle system and it takes a bit of pressure off the game engine as although it can handle hundreds of objects it can be a difficult to control them, so a particle system it was to be (I'll get on to the particles a bit later, this just explains that only the main shards are controlled by the game engine). When the fracture script runs it keeps any properties the single object had and copies them to the individual shards that are created, so it makes sense to choose any settings before fracturing. Knowing that I would be using the rigid body features of the game engine I set the monkey model to be a rigid body with a 'Convex Hull' collision bounds type before using the fracture script. Having made several attempts to create the shatter effect by using a particle system I realised that my only option was to use the game engine (not one I wanted to resort to as my ATI graphics card has issues when using the game engine). After a quick scope out of the various posts on Blender Artists looking for a suitable script I foolishly realised that Blender already comes packaged with a fracture script and I started playing around with the settings to get a good result. The second part and one of the main points of the video is the actual shatter effect. Secondly I knew that I wanted the material to make it look like a jewel and luckily I had the perfect HDRI image for creating this effect courtesy of (I used the Grace Cathedral). The first thing I quickly decided on was the fact that I wanted to use the classic Suzanne model in blender as the focus was the effect and not the modelling. Using the compositor for the final look, including motion blur, depth of field etc.Control the particle system so that it pauses and then 'reverses' (it merely gives the impression of reversing).Manipulate keyframes to create reversing effect.Use a particle system for the smaller shards.Use the game engine to get physics (by recording game engine to frames).**Exact steps for others to reproduce the error**There are several different elements that came into play to create the finished result: It weights 29Mb on Blender 2.81.īroken: version: 2.81 (sub 15), branch: master, commit date: 15:34, hash: `ac18c3c28d` This simple file would´ve weighted only 4-5mb on blender 2.79. Kink hair particles (hair in general) explodes in contact with the collisioner.ĪLSO: Caching for hair (seems) to be done internally. Edit hair particles, comb until you see the hair wig. On the vertex groups properties from the hair particle tabs, select for density: Hair scalp vertex group. Select a vertex group to represent scalp.
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Go to property tabs, activate collision.Ĭreate a Zuzzane. If you set up a collision object (cylinder) to interact against hair, particles are blown away.Įxact steps for others to reproduce the errorĬreate a long cylinder to interact with hair.
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Graphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 382.05īroken: version: 2.81 (sub 15), branch: master, commit date: 15:34, hash: ac18c3c28d
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