Now go break some stuff!
What did you think of the new shorter tutorial format? I’m experimenting with tutorials on one specific topic, instead of long drawn out scenes that go for over an hour.
I won’t drop the ‘feature length’ tutorials completely, but I’ll do shorter tutorials more frequently. What do you think?
1. Delete everything in the scene, then add a Torus (Add>Mesh>Torus). In edit mode, select the top half of the Torus.
2. Move the vertices vertically till it looks like a chain link.
3. Duplicate the chain link (Shift+D) and place it vertically as pictured:
4. Rotate the second chain link by 90 degrees along the Z-axis (R>Z>90).
5. Duplicate both of the links and position it vertically as shown:
6. Hit Shift+R repeatedly to repeat the last action, which will create the rest of your chain.
1. Select a single link (any will do), then go to the Physics panel and click Rigid Body. Change the Collision shape to Mesh (because we have interlocking shapes).
2. Now select all the chain links, but select the last chain link last. Go to the Toolbar (T) and find the Rigid Body Tools. Click Copy from Active to copy the rigid body settings to all the selected objects.
3. The rigid body simulation will use the origin point as the center of gravity, so it’s important to Reset the Origin Point to the center of each object (Shift+Ctrl+Alt+C).
If you hit Alt+A now you should see the chain collapse into a connected heap on the floor. That means you done did good.
5. We want our chain to swing, so we need the top link of the chain to be stationary. Select it then go to the Physics panel and uncheck Dynamic. This is different to Passive, because it’s still using it’s Mesh collision data but it won’t move.
If you press Alt+A now, the chain should hang from the top link.
1. Select the last link in the chain and add a UV Sphere in edit mode so that they’re joined.
2. Select the top link of the chain and set the 3D cursor there (Shift+S). Then change the pivot point to be the 3D cursor.
3. Select the entire chain and wrecking ball then rotate it by about 75 degrees.
If you press Alt+A you should see the wrecking ball swinging back and forth.
4. To give the wrecking ball more punch, increase the mass to 30(kg).
Which will probably break the chain when you animate it.
5. To strengthen the chain, give it a mass of 3-5 kgs (you want it as low as possible, so run some tests till it doesn’t snap). Make sure to press the Copy to Active button in the toolbar (T), so it applies to all the chain links selected.
What’s a wrecking ball without something to wreck? In this family friendly tutorial, we’ll be smashing cubes, but you’re welcome to use whatever you like.
1. Add a cube and position it on top of the plane.
2. Go to the Physics panel and enable Rigid Body, and set the mass to 0.1 (equivalent of 100 grams).
3. Add an Array modifier to create 8 duplicates. Leave a slight gap between each block (1.020) to avoid problems in the simulation.
4. Add two more Array modifiers using the same settings but for the Y and Z axis.
5. Apply all 3 of the Array modifiers in the order they were created. This will make all the array cubes real meshes.
6. Press P and select Loose Parts to make each separate cube an individual object.
7. Reset all the Origin Points so that the center of gravity is correct for all the cubes.
If you animate it now, you should see this!
Add some textures, lighting, motion blur and you’ll have this: