Matt Jones Tech
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  • [VIDEO] “Never Forgotten” Series Teaser 2019

    Still working on a handful of shots right now, but here’s what I have so far. I learned a TON of new stuff with this project and had a blast!

    matt

    August 19, 2019
    3D Animation, Blender, Motion Graphics
    animation, b3d, Blender, lighting, rigging, simulation
  • Particle Systems And Rigid Bodies

    Update on the “Never Forgotten” series animation! I’ve since shifted from the desert sands and dunes into a more abstract ‘title sequence’ type vibe. For this section, I’m using particle systems and smoke simulations 100 percent of the time. Starting to get some of the shots back from the render machine, and they’re looking pretty cool! Hoping to get everything buttoned up in the next week or two.

    matt

    August 13, 2019
    3D Animation, Blender, Motion Graphics
    animation, b3d, Blender, particle system, simulation, smoke
  • Using the Cell Fracture Addon to Destroy Statues

    Getting Started

    A few weeks back, I tried my hand at creating desert dunes out of a plane. As part of that same project, this week I’m using the cell fracture addon to destroy some statues. I started off with a couple of characters created in MakeHuman. A couple people on blender.chat mentioned that MakeHuman hadn’t been updated in a while, or wasn’t being actively developed. Regardless, the version I used was super easy to generate a couple of characters to use for statue destruction.

    Exporting to Blender

    Once you’ve got everything how you want it with your character, it’s time to export. Going from MakeHuman to Blender used to be difficult and require a special plugin and weird file extensions. Now, you can just kick out a simple .DAE file and drop it straight into Blender.

    Using the Cell Fracture Addon

    Once in Blender, I posed the characters exactly how I wanted them. Once I got the pose, I applied the armature. In edit mode, I separated the parts of the mesh I wanted to fracture. I didn’t want the whole thing, just bits like the hand and shoulders. Next, I fractured using a small number of pieces, around 50. I had to mess with the level of subdivisions and number of pieces to avoid weirdness in complex areas like hands and fingers.

    Animating vs Simulating

    Typically, I’d simulate the pieces after they’re generated. But for this effect, I wanted a surreal, hyper slow-mo look. For this, I just hand animated the pieces I wanted to break away.

    matt

    July 30, 2019
    3D Animation, 3D Modeling, Blender
    animation, blender 3d, cell fracture, physics, simulation
  • Blender Smoke Simulation: Creating Windblown Dunes

    Shoutout to @loranozor for requesting this walkthrough! I don’t do a blender smoke simulation every day, but one of the biggest takeaways that I got from learning my way through this project was the difference between the resolution divisions of the smoke domain and the resolution divisions under the “high resolution” checkbox.

    Smoke Domain Resolution

    Basically, as I understand it, the resolution of the smoke domain defines how many voxels are used in the simulation. The higher the voxel count, the more accurate the main body of smoke. Use domain resolution to shape the main look of your smoke sim. If I’m not mistaken, I believe the little cube in the corner of your smoke domain helps you visualize the size of a single voxel, so you can get rough idea of your simulation scale before you even bake it.

    “High Resolution” Divisions

    Once you’ve got the main shape and behavior of your simulation looking the way you want it, it’s time to enable the “high resolution” checkbox. This is essentially like applying the subsurf modifier to your smoke. It keeps it’s main general shape and behavior, but the high resolution divisions add that extra little bit of “whispiness” for added realism and resolution.

    If you’re interested in learning more about blender smoke simulation, check out Mantaflow. It’s a great branch of blender pushing the boundaries of smoke and fluid sims!

    matt

    July 13, 2019
    3D Animation, 3D Modeling, Blender
    b3d, CGI, dunes, fluid sim, open source, simulation, smoke, smoke simulation

Prove all things; hold fast that which is good. 1 Thess 5:21