WEBVTT

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Welcome So quickie explode.

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Well what is Kabuki explode.

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Well this may be all you need if you want something quick and explosive.

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Of course now it can be used also as a starting point especially if the type of explosion it gives you

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is what you want.

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Now we will explore what it is actually doing for us in the background as well.

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So without any further do let's hop straight on over and explore the quick explode in blender.

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Okay so I've opened up a brand new blender file here and one of the first things I'm going to do is

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I'm going to create another window and I'm going to change it to a time line.

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The reason for this is it's going to give us control over the start and end frames and some playback

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buttons as well.

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Now it's kind of like an animation.

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But usually physics is involved.

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And physics has to go from frame to frame to work out what is going on.

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And later on you'll see that this can be incredibly computationally heavy if you decide to do too many

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things at once.

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So you do have to be careful when it comes to doing anything with the blender physics engine just like

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you have to be careful if you subdivide too many times.

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It just really taxes the computer.

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It will look like you've locked blender up.

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But in fact it's just busy thinking about stuff anyway so first of all let's go ahead and use the quick

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explode function.

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Now you can get to the quick explode function through a couple of ways.

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My favourite is by hitting space and time burning quick.

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Explode as you can see I've been practicing.

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So if I go ahead and typing quick you can see that it.

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We also get quick smoke quick fur and quick fluid as well.

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Now we're just going to pick quick explode.

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Now what's happened.

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Well I can see over in the outliner that's a spanner has appeared or a wrench which means to some modifiers

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have been applied.

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We see that a particle system and then explode modifier have been added to our scene.

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Okay that's that's a good start.

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Now let's just go along to the particle system okay.

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It's a hundred I don't know whether that's going to make a difference.

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Probably not physics and no physics is enabled at the moment.

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We'll get into physics in another lecture.

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So looking at these modifiers we can see that it's going to cuts the edges for a nice end nice as shrapnel.

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Okay.

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So this can give us an idea of what it's going to do.

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And it looks like it's cutting edge along here.

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I don't know how many pieces it's going to explode into.

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Let's go ahead and press play.

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Okay.

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And it seems to break into two pieces.

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And also after 50 frames we can see that's there's really nothing else to do something to change.

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My end point to 50 frames now looking at the time frame itself here the timeline.

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Now we've got this red bar moving along here and that is cached information.

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So when we go and change something what blender does is actually play it through it caches those changes

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it caches the movement of what's happening when the thing explodes.

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It happens in a similar way as well if you use the physics engine which we'll see later on.

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Now what is happening is it's not remembering so it doesn't have to do the calculations again and again

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and again as it plays through.

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Now as you can see up in the top here we got frames per second at twenty four which is great because

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I believe that's what the whole scene is setting.

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So we've got it just breaking into two pieces.

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Now that's not very exciting.

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Now we really want it to break in to lots and lots of pieces.

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And of course that lines us up now for a challenge.

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I would like you to go ahead and make some smaller pieces please.

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So use whatever method you'd like to make the cube explode into smaller pieces.

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Pretty straightforward.

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Give it some thoughts.

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Pause the video now and give that a go.

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Okay guys.

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Welcome back.

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Let's hop back over into blender and make it explode into smaller pieces.

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Okay welcome back.

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So we've got our cube here just really splitting into two are not doing anything exciting.

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I've got to stop that animation because it's a wee bit dull and I'm going to go back to frame one.

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Well we'll see.

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Frame 1 it's already broken apart.

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Let's go back to frame 0.

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So if we wanted to go in too many pieces it wouldn't be logical.

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If we had many pieces for it to go into.

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Okay so let's go ahead and go into edit mode.

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And I'm literally going to enable the tool shelf go to the specials menu hit subdivide specials with

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the W key and hit subdivide elam is going to increase the number of cuts I'm going to go all the way

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up to 10 which it will allow and of course you can go in and type the much higher number if you wanted.

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And I'm just going to leave it at 20.

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Now hopefully that's not too many we can have a look up here.

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It's generated 5000 Triangle's that's fine if you sargen here up into millions you're probably going

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to slow the computers down massively.

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Okay guess now we've done that let's hop out our into object mode and let's go ahead and play back and

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see what happens here.

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Now that looks a lot lot better.

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The pieces seem quite big vote.

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That's interesting that the pieces do seem quite big.

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Let's see subdividing it any more makes a difference.

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Also see if just using a subsurface division modifier would have done the same thing because I do like

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to keep things so that you can edit them are much easier.

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And of course with 20 subdivisions that's not going to be easy to edit.

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So let's go ahead and explore a different way of doing this now.

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It's going to hit the UNDO key.

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In fact I'm going to hit the UNDO key so we get rid of the quick explode around there where it's broken

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it in two.

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And let's go ahead and go to the subdivisions.

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Surface modifier over in the modifiers tab now where it happens to be in the chain.

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May make a difference.

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Some just gone up the view counts to four.

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And let's see if anything happens.

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Okay so it literally breaks into what looks like a burger bun in two.

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Let's shift this up.

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To the very top hat.

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Excellent.

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So we can see here that we can go back to the simple as well so it remains a cue ball.

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We can do the cat mould Clark and.

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Well that's doing something.

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So I think there's a much better way of doing it without cutting things up.

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Now we ski we can see here that as we increase the subdivisions all the frames per second is dropped

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right down.

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10.

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You see that because we've added a lot more information.

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But there does seem to be a finite amount that the explode will cut these up into pieces so if we go

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back to one or sarino subdivisions it pretty much cuts in if we go to one subdivision I can't count

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all those pieces.

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I don't want to but it's less pieces than if we go to every go the 3 We seem to get even more pieces.

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But after that it doesn't seem to get any more finer It doesn't get into space or dust or the very small

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debris.

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So it's worthwhile knowing that we'd have to play even more of the settings to get that sort of effect

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going on.

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Okay.

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Brilliant.

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We've just done a quick explode.

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It's useful for certain things.

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Obviously there's a lot more to be done with this and we can explore that later on.

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Until then I will see you guys over in the next lecture.
