WEBVTT

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Welcome to the cell fracture add on.

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So this is going to be all about fracturing objects.

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In fact the next couple of lectures are also going to be about fracturing objects.

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Using this tool.

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So we're going to go ahead and turn on the cell fracture add on.

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It's not enabled by default.

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We'll just turn it on so we can use it.

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We're going to have an overview of that Aadhar add on as well.

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We're going to look at the various ways of fracturing our model and how to prevent random explosions

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when you start applying physics.

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We're going to break apart the model only use in the object itself.

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There are a couple of other options and we'll deal with the manual fracturing using these other options

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in following lectures.

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So let's go start fracturing things and hop on over in a blender.

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Okay so I've opened up blender fresh with our default cube in the scene that we can play with.

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I'm actually going to lift that up on the z axis by one.

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And yeah I'm going to say fats because I'd prefer if I'm going to start with a cue that it starts on

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some of the same my start up.

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Now you may also notice that the rest of my settings changed ever so slightly I had a bit of a computer

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hiccup but I needed to restore everything.

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So there may be some add ons that I need to re-enable etc..

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But back to basically the standard default layouts here.

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Now speaking of add ons we need to go to our user preferences and enable the cell fracture.

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So once you're in the user preferences go to the add ons tab along the top in the search field on the

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top left there of which typing cell.

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We will have the option here object cell fracture puts a tick in the little check box then I recommend

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you press Save user settings so that this particular add on comes on every time you start blender.

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Okay.

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Now how do you access it.

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Well there are a couple of ways it should now be added to the tool shelf.

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If we scroll down there's a button that says cell fracture with an object selected or objects you can

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just hit cell fracture and it will come up.

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Now I'm not going to do it that way.

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I am going to skate to get rid of it.

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I'm going to use the space menu for searching in the 3D editor and type in cell and there it is.

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And that will enable me because blender remembers what you searched for last to come out changed the

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settings and literally press space and enter and bring this back up every time.

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Now it does pop up kind of in the way does it pop up whether 3D cursor is by any chance.

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Might do might come up on the edge.

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I'm not sure.

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But either way there we go.

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That's up.

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And oh my word there are a lot of options here.

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What did they all mean.

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We'll go through them individually kind of as we're going through would be a bit jumpy up and down this

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list and we'll reveal things as they become more important.

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First of all let's have a play or let's have a look at what options we've got along the top here.

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We've got a point source of this tells blender where my fracturing from.

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What am I using.

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So we've got the option of own verses which are the verses that are of that object we've got child vertices.

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Okay so if this object has any children will be using the vertices of that chip or of those children.

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There are more than one next.

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We have own particles and charged particles.

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As you can probably tell they are to do with the particle system that it has or any of its children

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have.

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Now we're not going to use those in this particular ammit discussion on the cell fracture as we've already

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played with the particle system.

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Feel free to play with that yourselves.

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We also have the grease pencil as well so we can actually draw and help guide this tool where we wanted

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to fracture.

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So let's actually start fracturing something.

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What happens if we go to Owen Virts because that's the only real option we've got at the moment and

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we're going to leave recursive alone.

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And in general if you're running a physics simulation recursive can cause you a lot of problems especially

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when it comes to things spontaneously exploding.

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We don't want that meshed data we may need to tweak this Slider here.

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This value which if we hover over it says the gaps for fracture.

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So occasioning you need to make the gaps bigger.

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And as it says there to give more stable physics that's how you really avoid things exploding if you

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start cutting them up into smaller amounts.

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Now physics and volu Well that's absolutely fine.

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It's going to give all the bits that it breaks into a mass of one.

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Now that can be problematic if you got small pieces that weigh the same amount as larger pieces it's

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going to look pretty odd especially if you've broken up one object because all of a sudden you've got

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a small piece that weighs as much as potentially the whole object to begin with.

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That's going to look very odd.

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Now when you break things up into individual mesh objects they're all going to have origins and this

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make sure this setting that's already tic's recentre make sure that the actual origins are all at the

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centre point of all of those objects and will look at making the weights more logical as well in a few

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moments.

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The scene now this is important.

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This next layer thing is through me the first time I started using cell fracture it means that when

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we actually run the operation which will do momentarily it puts the way that it's broken it up it puts

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all of those objects onto another layer.

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In fact it puts them on the next layer.

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So in this case we're on layer 1.

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They would appear on late too and finally show progress.

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I like having the show progress on because it basically means you can see where the blender has crashed

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or not.

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And this is one of these operations that can either crash or you get a value wrong and it blows everything

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to pieces which we don't want and I don't mean blow it to pieces as in the physics engine it shatters

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all over the place.

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I literally mean I made a mistake earlier whilst recording one of these videos.

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And ah.

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It would have taken about six hours to actually do the calculations it hadn't locked up blender but

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it was going to take quite a while to do and event dealt with something like 2 million polygons in my

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scene which is just obscene for a basic cube.

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Okay so let's go ahead and just click okay and see what happens.

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Okay so let's go to the second layer and let's have a look at the outline as well.

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So we've got the cube cell all the way down to seven but it starts at zero here.

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So that means we've got eight chunks and we had eight vertices to begin with.

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Okay that kind of makes sense.

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And now let's just add physics to this without gravity so that's going to save my scene in a second

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no gravity and going to apply physics.

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Going to make sure selects everything to give us something to add and active to the mall and a save

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that in my Am I in my prototypes.

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Yes I am.

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And I'm going to call this what I call and I call it cell fracture basic cube just so I know what's

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going on.

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Okay.

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So let's run this.

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This animation and it doesn't fly apart.

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That is something that you should check early on.

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If you've made something too detailed or perhaps use recursion.

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You may end up with your model flying parts.

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Okay so that's a good start.

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It's not self destructing on us.

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And indeed if we were to lift it up slightly and add a ground plane.

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And scale that up and give that passive what we should find is a return gravity back on and just run

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that we didn't move it on frame one.

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There we go.

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It's broken into its various pieces.

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Brilliant.

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But that's not a very convincing break and yes it was.

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I was going to say a Rubik's Cube a Rubik's Cube has more parts than that.

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So let's start playing with how many pieces it breaks into.

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So I'm just going to reset I'm not going to play anything.

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One of the things I do recommend is you pause and rewind right back to the beginning if you start altering

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anything.

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In fact in this case I'm literally just going to hit the UNDO key several times until we get rid of

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all of this lot so back to our basic cube function to redo there.

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So I'm back to this position.

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Okay space and end so bring up my mesh tools here my fracture tools.

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So we've got this source limit here that controls how many pieces it's going to break into.

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So if I set that down to six or even let's say five let's go for five pieces.

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I when I click okay here I'd expect to see here we go zero to four.

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Perfect.

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And of course when we have a closer look at the object we can see it's been broken into different shaped

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pieces.

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Actually I quite like that.

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So you can play with that and get some decent breakages.

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Now there are some other options that you can do around here so let's just undo that back to before.

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There we go.

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I'm going to hit space and enter again.

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Let's have a look at the other options.

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We can do so we can actually include recursion and I'll show you what that does.

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Now one of my favourite bits with this is you can set it around the cursor for instance and I'm going

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to turn up recursion to maybe four or five.

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Don't go nuts with this.

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If you do it will take ages to calculate.

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And here we have the like likelihood of recursion so we can up that a little as well if you want.

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Now there is a clamp here.

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So it does stop at a certain point because here we go.

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It prevents it reaching an s silly amount so won't recur go back down its chain basically more than

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a 250 times in this case.

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So let's just click okay and we can see that it breaks apart and it goes into each beer and breaks those

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apart individually.

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Now blender can take a while to do this and I would recommend just being careful when you do do it.

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So let's go to Layer 2 and see what's happened.

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Okay so it's broken a lot around the base and less around the top.

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Brilliant.

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So what that means now is that it will smash up into smaller pieces around it.

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Let's have a look at the settings I have because I had it set cursor here closer to the cursor means

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that because the cursor was on the very bottom where it actually doesn't matter where the cursor was.

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Just close once of a cursor get broken up into smaller pieces.

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I could have gone for random small big or far away from the cursor and the press Escape.

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Never Press.

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Okay if you've already got a lot of objects easy and I'm gonna add active to all of these pieces while

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I've got them Selecta them asking to turn off gravity and see if it's going to blow itself apart.

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Hey it looks like it's not going to that's great.

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I'm now going to reset the animation pull it up and actually add in that ground plane that we had before

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scaled that up hit passive on that so it's got something to impact under the term gravity back on.

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And now we'll see when it hits the ground it breaks into lots of small pieces.

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How cool is that.

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I absolutely love playing with this tool.

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And of course it was the animations playing let's say we turn gravity off and rewind.

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We can grab a piece and start knocking it apart so you can get in sort of a feeling of how this is going

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to work.

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And if you let it ah missed it.

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I'm not sure I can impact from here.

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That's one of the dangers.

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By the way of annamay moving it whilst it's animating I've accidentally moved this particular sub part

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of it to another location so I'm just going to have to undo until it's back into the right place and

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hopefully there we go.

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Unfortunately you can't wave something about when it's there when it's not being animated so we just

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press play here.

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It looks like in this case recursion has not caused it to blow itself apart.

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Occasionally it does.

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Do be careful when you're using it.

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Okay.

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Now that's got us all set up now ready for a challenge and your challenge is exploding bricks.

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So in your wall animation have some of your brick work break into much smaller pieces and ideally they

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should break up when the projectile hits the wall.

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Pause a video now and give that a go.

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Okay guys welcome back.

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Let's go explodes and bricks into some much smaller pieces.

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Over in blender.

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Okay so I've gone ahead here and opened up my wall and let's just make sure it's still behaving as would

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expect it to boom straight through.

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Okay.

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Some scan of these select everything here.

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Go back to the very beginning frame and whizzed round to the front and do some selecting.

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Now you do need to be careful in selecting because we can actually see this object for projectile through

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the wall.

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What we don't want to accidentally do is end up grabbing that as well and do whatever we want to do

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to fracturing this wall so that by accident.

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So I'm going to hide my projectile for the moment completely from the scene.

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I'm going to hold down control as I do that to hide the forcefield that's attached to it as well.

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Now one of the things that I noticed when I was round is one of these bricks is a bit awkwardly placed.

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I must have moved it when running a physics simulation.

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Someone is going to pop it roughly back in the right place and on and from here start selecting my objects.

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So as the projectile comes in is going to knock several of these.

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I am absolutely flying.

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I'll have to keep it particularly simple I don't want to get to air exaggerated at this point.

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I want to see proof of concept if you will a one to make sure it works before going crazy with it.

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So the first thing I need to do is fracture those and I'm going to do a simple fracture I'm not going

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to do any recursive or anything along those lines.

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So I want to make sure the whole process works.

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So I'm going to go ahead of select the ones I want to break into multiple bits.

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And I'm going to click okay and that should give us absolutely loads of little bits.

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Just wait for it to go through and once it's finished doing that's what I'll do is I'll apply all of

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those which should now be on lyoto.

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Perfect and select them all these select to reselect that make sure that anything else that's selected.

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In fact we have still got something selected on another layer.

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So let's just make sure there's nothing selected there and just these are selected.

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I'm going to click to put air the 3D cursor near here and found an ego shift in S and cursed selected

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to put it smack bang in the middle.

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And I'm going to add an empty.

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Doesn't matter what type of intimate's come to use a plain sison and a name that's broken bricks.

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So I have some control broken bridges.

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Okay.

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That's how I feel some titans.

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Okay broken bricks.

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And finally I'm going to select everything broken bricks should now be the active.

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Yes is control and pay.

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We're going to parents all of these broken bricks and that also means I can select them quickly as well.

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Now we're going to be applying physics Savvis we might as well borrow the physics we've already got

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set up so I'm going to select one of the other bricks and go to the physics selection and just go to.

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Let's see what we've got here.

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Copy from active that's why once and now they got physics applied to them.

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Let's just run this animation and see what happens.

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Okay.

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They blow each other apart.

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The main reason for that is we've still got bricks inside bricks.

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So all of these extra bricks that we have are inside the original bricks causing this problem.

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So we need to go through and literally delete the ones we don't want anymore.

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So looking at what we've got here I'm just going to skip between the two with the one and two keys.

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And I think I'm just going to have to manually select.

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Hoover as well.

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So there we go those are those ones gone I hope I haven't deleted anything else which should mean now

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we can rebuild the wall.

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Excellent.

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And going to unhide that projectile and just see how it's working.

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This is being lean about it this is making sure that the actual scene itself is working at each individual

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stage.

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Okay so that is working it's not all the forcefield apply to it at the moment but that's fine.

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We can add it in by moving them to the other layer and we can do that straight away.

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But it is falling apart so that one problem at a time it's not being affected by the forcefield.

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We can do later on but it falling apart straight away.

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To be expected of course is not that great so we want it to fall apart on our command.

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So we need to keep that in some select one of these objects and just make sure it works with one of

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them to begin with.

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So we want to in the rigid body toggle animation on and off much work like we did with the projectile.

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So I'm going to toggle the animated here.

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We want it on initially at frayne's 0 saying turn it on and press won over the animated a lot of go

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surfing it was frame 20 so were impax am going to go to 22 and actually key in the factor that's turned

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off.

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And what we should get there is this bit staying still and then being knocked out at 20 to perfect.

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That's exactly what I want.

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Now we need a copy that's everything else something to select everything else with the a key.

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And now we need to make links to the animation data so controlled an L animation data and what we should

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find is that now stay still and then it gets knocked through and crumbles.

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Perfect is not the best looking at the moment.

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So the final thing here I say final There's always another thing to be done afterwards.

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The penultimate perhaps I don't know.

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So we're going to move all of those to layer 1.

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Now that they're on layer 1 they should also be affected by that forcefield.

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So let's rewind press play.

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Oh but something weird is happening there.

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I'm just gonna save my work and reload my screen reverts.

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I don't know.

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There we go.

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Boom.

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Excellent.

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That's it.

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There were I couldn't have asked for anything better there perhaps a smaller explosion since there.

18:24.340 --> 18:28.220
If we imagine where the camera's going to be most of those bricks.

18:28.360 --> 18:29.800
Well at disappearing off.

18:29.790 --> 18:35.430
So again a little bit of refinement at this stage just to get more or less what you want.

18:35.460 --> 18:39.930
A couple of bricks that seem to be staying still and they stay completely still.

18:40.010 --> 18:46.100
There are a couple of bricks here that seem to have completely given up with being part of our world.

18:46.180 --> 18:47.240
Let's just watch this.

18:47.260 --> 18:48.520
Boom it's coming in.

18:48.520 --> 18:54.220
So we just need to go into that forcefield and the animation for the forcefield and perhaps not have

18:54.220 --> 18:58.730
it here it goes from zero to 5000 back down to zero.

18:59.410 --> 19:00.690
Sorry 50000.

19:00.700 --> 19:03.270
So let's lower that down to 20000.

19:03.310 --> 19:06.700
Remember to keep it in other ways it won't work and just test it.

19:06.790 --> 19:08.770
And again do little things at a time.

19:08.800 --> 19:10.420
And that is much better.

19:10.420 --> 19:15.800
You gather up as it goes apart yes these broken bricks aren't the best looking in the world.

19:15.820 --> 19:22.780
I'm going to increase the frame count here to 100 to watch everything collapse and I'm going to sort

19:22.780 --> 19:25.060
out these other bricks in my own time.

19:25.060 --> 19:26.450
You get the gist of it.

19:26.500 --> 19:27.250
How are you.

19:27.280 --> 19:32.840
How are you guys getting on with your explosive walls and bits breaking into various pieces.

19:32.850 --> 19:35.590
We'll be having fun with this I'm having lots of fun.

19:35.590 --> 19:36.210
Please do.

19:36.210 --> 19:39.920
Share your work over on the forum I love seeing what you guys come up with.

19:40.060 --> 19:42.660
And I will see you in the next lecture.
