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Taking Blender to the Next Level

You're reading from   Taking Blender to the Next Level Implement advanced workflows such as geometry nodes, simulations, and motion tracking for Blender production pipelines

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Product type Paperback
Published in May 2022
Publisher Packt
ISBN-13 9781803233567
Length 520 pages
Edition 1st Edition
Tools
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Author (1):
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Ruan Lotter Ruan Lotter
Author Profile Icon Ruan Lotter
Ruan Lotter
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Table of Contents (19) Chapters Close

Preface 1. Part 1: Modeling, Materials, and Animation Workflows
2. Chapter 1: Using Geometry Nodes to Create Dynamic Scenes FREE CHAPTER 3. Chapter 2: Creating a Motion Graphics Scene Using Geometry Nodes 4. Chapter 3: Organic Modeling P1: Creating a Mushroom 5. Chapter 4: Organic Modeling P2: Creating the Landscape around the Mushroom 6. Chapter 5: PBR Materials: Texturing our Mushroom Scene 7. Chapter 6: 3D Scanning and Photogrammetry: Creating Your Own 3D Scans 8. Chapter 7: Modeling an Alien Cartoon Character 9. Chapter 8: Rigging and Animating Your 3D Cartoon Character 10. Part 2: Let's Do Some Physics
11. Chapter 9: Rigid Body Simulation: Destroying a Statue Using Physics 12. Chapter 10: Dynamic Cloth Simulations 13. Chapter 11: Creating Dynamic Hair Using Particles 14. Part 3: Match Moving and Compositing
15. Chapter 12: Matching Blender's Camera Movement to Live Action Footage 16. Chapter 13: Compositing the Alien Cartoon Character onto the Live Action Footage 17. Chapter 14: The Final Render 18. Other Books You May Enjoy

Rigid Body physics

In this section, we will apply Rigid Body physics to all the fragments of the statue. We will also look at the different physics parameters and what they do. You will also learn how to calculate the mass of each fragment to create a realistic-looking simulation.

Let's get started:

  1. Let's begin by centering the origin (or pivot) of each fragment. Select all the fragments in the 3D Viewport (without selecting the ground plane). An easy way to do this is to right-click the Fracture collection in the Outliner section and click Select Objects. This is an easy way to select all the fragments or objects in that collection.
  2. Click the Object menu at the top of the 3D Viewport, then click Set Origin and select Origin to Center of Mass (Volume). This will position the origin of each fragment to the center of its mass by volume.

Figure 9.12 – Centering the origin of each fragment

  1. Next, let's apply Rigid Body...
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