WEBVTT

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Welcome to fracturing with a child object.

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So this again is all about manual destruction taking control over our model.

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So this is a great way of adding some dynamic fractures to a model fracturing we use the children's

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geometry as a reference point and we'll see that in more detail in a few moments.

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We're going to experiment with different children to see if they give different results.

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And finally a good example of this use is the splintering of wood.

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And I'll show you how to do that too.

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So let's hop straight on over in a blender.

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Okay so we're starting over now with Edie Falco you've been going to make it a lot flatter more like

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a plank than anything else.

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I'm going to go ahead here and say that on the x axis make it quite thin.

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Scale it by point one on the x axis.

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They just scale up on everything but the x axis by maybe far no for all not forty four for Alex to me

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and materne Snapping onto increments so I can just move it to one side and pull that up.

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I'm going to duplicate that.

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Moving along the y axis so we got two next to each other that we can look at and we can see the big

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or the cube.

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So I'm going to add in.

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That's to say something right on the edge here because on a see what happens right on the nose I'm going

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to add in a UV sphere there and I'm going to add in another yuryi sphere here.

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Excellent.

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I'm going to go to this one here an ad in a cube mesh cube.

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I will do the same stober here mesh cube and about.

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A final one in here but I'm also going to scale that down as well.

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So you just got a few different options that I'm going to select everything and just apply the scale

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to everything because I've been moving things about if I am just going to add a tiny

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sphere just here's a scale that down and then just apply the scale there as well.

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Okay so we've got some objects there.

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Now we really need to make them children of these planks behinds select all of these spheres and have

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gun control and P along with a select B.

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Yeah.

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Object That's fine so they're all now children of that plank and the same here so controlled MP object.

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Okay so we've now got two objects with children.

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Let's see what happens if we go and use the cell fracture till the start of the spheres themselves going

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hit the space bar type in cell phone bigger cell fracture.

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And now we get the options along the top and we want to use child vertices.

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Now obviously charred particles which is the fourth option along would be if these individual objects

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the children had a particle system applied to them we're not going to deal with particle systems at

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the moment.

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Some of the check select here childbirths vertices and aren't going to up the level here of shards that

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are created or the maximum number of shards that can be created from 100 to 300.

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So there's plenty going on here.

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I'm going to click okay I'm going to change anything else and we can see here as it's as asset as it's

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making it how it's shattering a part.

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Our particular model here I don't know how long this is going to take.

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Hopefully three hundred isn't too many.

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No that's done.

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Perfect.

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And of course this was been put on to Layer two.

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Now I'm actually going to move this one here and it's children.

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So I'm going to move that to Layer three.

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No go to lay a three.

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And I'm going to now run the cell fracture tool again with exactly the same settings so we can compare

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the two.

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And that was a lot quicker.

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So let's have a look at what happens with the spheres themselves.

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Now the sphere itself has lots of vertices in it compared to those cubes.

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So I'm not surprised that we've got more asrs.

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Select everything.

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Now we've got more detail than we would do otherwise.

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And it is concentrated around here.

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Now one of the things that would be a good idea check is going and turning gravity off.

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Now it's fighting gravity there is turn it off.

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And add a rigid body to all of this and just make sure it's not flying apart.

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You know before we do anything else is this just going boom all over the place.

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Now one way of just checking to make sure that is working how would expect two is to little she grab

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one of the pieces press Escape when you finish doing it and we can see that that can shatter into quite

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a few pieces.

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Brilliant.

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I love that.

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Let's go have a look at how the other one has behaved so that's on labour force or with over there.

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Let's to see what that looks like that selects everything.

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Okay so that's been broken into far far fewer peep people pieces.

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And well let's just run the physics effect on Matt and just see.

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Okay.

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So it's all to do with the number of little clues in the name the number vertices.

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The children have this and that looks pretty awesome.

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Now because of move that they're placed in a different position when it starts they're actually intersecting

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one another so they're forcing each other apart.

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So I'm just going to spoors that.

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Go back we can see I have moved the piece.

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I'm just going to undo until it's in the right place.

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So that is a warning to you guys.

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Although it's fun to grab things and move them about and knock.

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I don't think this has got physics applied to it.

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You can very easily end up breaking stuff.

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Ah this one actually flies apart by itself.

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Or is that me Mike removing things.

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So I'm just going to undo a couple of times.

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There he goes to that point then just press play.

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A case of that is flying apart so we would need to work on that.

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In fact there's one last thing to just try here.

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Right.

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That's before reapply and play.

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Okay so that's definitely got some problems there so we need to work on the margins in order to sort

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that out.

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I'm not gonna play too much in terms of detail.

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So figuring out how to break this one apart sensibly of course we could just enable animation when it

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comes to something hitting that and it breaking up.

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Okay so something like wood is a bit well it's a bit more difficult bit more complex than that and I'll

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show you the rough idea behind what you can do because we just use primitives at the moment but we need

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something a bit more exciting a bit more jagged in order to do that.

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So I'm just going to start up a new blender faster have to worry about that I'm going to scale this

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on the z axis by five among this scale it not on the z axis by point two so that's very thin.

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That looks good to me almost like a wooden chair leg or something along those lines.

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Okay.

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So now we've got that I'm going to add in their plane and this is going to be are child objects so I

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might as well parent them together now.

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Okay so this charred object here needs to create some jagged edges.

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How do we do that.

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Well there's a couple of ways of doing that so the easiest that I've found so far and I'm going to scale

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this up at this point and scale the plane back down.

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Okay.

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So now we have the plane there we are actually going to go in to edit mode and subdivide it into lots

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and lots of little pieces.

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So I'm going to go up to maybe 20 it's going to seem a bit much at first but bear with me.

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If we scroll down when we subdivide this is fractal option.

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And if you go a bit crazy it does go a bit crazy so don't go too high you don't want them crossing over

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one another.

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But we want them a bit jagged.

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Once you've done that you can then scale that on the z axis to make it even more exaggerated.

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And we can just make that really big like splinters and just going to scale that in.

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So it's kind of just popping out so I'm not losing any of the detail there.

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That is really good.

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Okay so we've got this all set up so we can go straight to this object that we want to splinter that

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we want to use a child of colour cell fractures we've done before macia Selected on child.

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Now because we're actually breaking apart slowly with lots and lots of pieces wood tends to splinter

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lots.

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And when we go to this area here the source limits and set that so all five hundreds that's got plenty

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of opportunities to splinter.

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Now as we go down here there's something else that you can work on and that's the scale.

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Now this goes from zero to 1.

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This is X Y and Z.

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Now we're only really dealing in the z direction and we want to emphasize the actual said all that stretchiness

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and the zigzag that we've got there we want to make sure there's a splintery and as sharp as possible.

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So in this case we want to turn this down in order to exaggerate.

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I'm not quite sure how low I need to go.

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This is one of these cases where practice and also just trying out settings if you're doing this on

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a big project you just go off to one side open up a new file and just play with the model append it

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in to your heart's content you have muck around with it and not ruin the main model.

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So I'm trying to click okay here and pray it doesn't crash Blender's it might take a while to go through

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and use the child vertices.

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There we go is starting to go through and sort it out.

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Now one of the issues that you may come across excuse me is the shards being too big and clunky.

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And again that's something you just have to work on you have to adjust settings and just try out different

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ways of basically breaking apart the model.

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Now we may have actually ended up with too many shards here nope they've come back in.

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Occasionally when you do this type of tourney with a bit more complex a model it can go a bit wonky.

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Okay I think that's now done.

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So I'm going to.

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All right.

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We've got lots.

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How many did it break into in the end.

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Almost all 500.

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Wow lots of lots of things to break into.

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So let's go to the second layer.

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And again I'm just going to turn off gravity we can see this top and bottom bet almost intact compared

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to the rest of it.

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Now going to turn off gravity once again just to make sure that when we knock it into things and play

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with it we're actually seeing it work as is.

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So that's Pressplay.

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And it doesn't throw itself apart.

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Brilliant.

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Okay.

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Let's just play again and see how many pieces we've splintered that in so all quite a few and if we

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just pause that there if that had used the right key that had a wood texture on it.

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Of course wood doesn't quite blow apart like that.

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So we've got some other things to play with but you get the idea that now it's shattered in the middle

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around where we had those splint and that those splinter rings happening.

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And the other thing you can do at this point of course is let's just undo all of that no undoing all

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the hard work.

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And this is before the splinter happened.

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Yes.

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Now I can take this splintering child and of course duplicate it move it up rotate it round by maybe

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on the ball would we want the x axis by 180s that's the other way up.

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And it is still be a child and using They'll create a different type of break.

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Again we can go in and using the selfridge's I'm not going to set it at 500 this time we're going to

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lower it down as an idea of what can happen just clicked okay.

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Now this is covered up of course by what's going on here.

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In fact the higher level might have been a bit better higher source limit has now got to places that

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are being fractured and you can end up obviously to have these a jagged thing like this you could use

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a plain slicing through it if you wanted.

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So let's just go and have a quick look at how that's going to behave.

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Let's add an active to that.

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I don't.

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Yeah we have Undun gravity so that put gravity off again and let's play it's not coming apart but you

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can see there how it's splintered in the middle but further raap on this particular angle of pause it

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there further up the splintering is a bit like wood it's split apart pretty awesome.

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Hey excellent.

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So this is a bit of a zero gravity example but if you're doing slow mo it's almost good to have gravity

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off or at least a very low value of gravity so that pieces aren't falling way quite as quickly in your

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scene.

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So that has come out pretty well.

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I love the splintering effect that's come up here.

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Now this particular lecture is not having a challenge because I'd like to go straight in and show you

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the same tool.

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But this time using the grease pencil to control it and then once we've mastered the fracture tool will

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be very close to the end of section challenge.

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If you played with this a little further and come up with something pretty awesome which I'm sure you

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guys can do remember to share with us so we can see your efforts over on the forum and I will see you

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guys in the next lecture.
