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- This may be all you need if you want something quick.
- It can be used as a starting point.
- We’ll explore what it is actually doing for us.
- Simulate the real world.
- You can manually place every bit of destroyed or deformed geometry if you wanted to.
- Enables you to create a complex scene easily and quickly.
- Great for realism, shattering glass, falling towers.
- We will start with something simple.
Rigid Body Physics
- Simulates the physics of solid bodies.
- Works closely with the Animation system.
- It will move and rotate objects
- It will not deform them.
- Physics properties are not linked to the object or data datablock.
- They are part of the Scene Datablock.
- You cannot make links to the physics.
- You can however, copy from an active mesh object.
- Remind to apply your transforms
- What happened when you don't
- Wherever the ORIGIN is.
- You have control of this which isn’t always a good thing.
- This can lead to some strange results.
- Blender can calculate the centre of mass (assuming a uniform density)
- (Updated for 2.79 09/06/2018)
- Remember: Blender allows you to animate almost anything.
- We can use this to toggle whether we are in control of, or the physics engine is in charge of our mesh.
- Blenders Physics Engine will remember what has just happened in the animation.
- Quick peek at the graph editor
- Unfortunately Blender needs to be told HOW to break something up.
- There are a couple of ways of doing that:
- Manually- The most time consuming, not advised.
- Otherwise:- Generally using a particle system.
- Physics can then be applied to the pieces OR the particle system
- The way that particles are affected by physics is controlled in the particle system tab.
- The Mesh itself doesn’t have to have physics.
- Other objects that interact with the particles no need physics.
- Look at Particle settings.
- Look at the collision physics Data.
- (Updated 7/6/2018)
Well done for completing the Destruction Section