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Halloween animation with rigid body physics

9

mrcheebs writes:

I wanted to make an thematic Halloween render, and I also wanted to share the process with the blender community!

This tutorial covers rigid body physics, smoke simulation, and some keyframe animation. Enjoy. :)

https://youtu.be/EXXhIsbIiWI

About the Author

Chandler Eyre

I am a young artist from the United States. I've been actively using blender for about 2 years, but I had dabbled in it from a much earlier time. I love making tutorials to help other people learn this amazing software!

9 Comments

  1. I also agree. You have a great start at telling a story here . . . but you also want to better engage your audience by letting us see more of the action. Perhaps move your baseline camera further up from the ground and maybe angle it up a bit further from the start (not necessarily all the way) to follow the action down. Raising the ground level camera up a bit would be more helpful so we can see the action of the skeleton's impact with the ground. Your fundamentals look good and with some additional tweaking, this video could be really good. Please do not take my reply (or the ones above) as criticism. Rombout Versluijs and Widhi Muttaqien are highly qualified Blender users with years of experience. I cannot speak for them but I believe there is no criticism intended at all. The reason I offer this encouragement is because you mention you're 14 years old. Please do not be discouraged by comments like mine or above. They are intended to help guide and steer you toward greatness. Trust me . . . at your young age, you have a very bright future ahead of you in this if you keep at it. Neutral and/or negative comments can be your best friend if you take them as inspiration to keep trying. Not saying you would be thwarted by our less-than-glowing feedback, but just in case . . . keep at it! YOU'RE ON THE RIGHT TRACK! I look forward to seeing your progress with this and I hope our feedback is well received. :)

    • I do tend to let my animations go too fast - camera motion is something I'm really trying to improve.
      And I don't have a problem with criticism, I really appreciate it. Thank you for the encouragement!

    • Rombout Versluijs on

      Astro1derby is right, my comment sounded perhaps harsh. It was meant as constructive criticism, but i did gave you any feedback at all.

      What got me to click this video was the nice looking thumbnail you had for the video. Perhaps it would be a nice idea if you bake out the simulation and then also convert to keyframes. Then you could perhaps alter the motion of the skull a bit. It could be nice if the skull then lands in the spot as like it does in your thumbnail.

      I dont have much feedback on animation since i hardly do it and have done. Just a bit now and then, im still looking into tuts for this and im starting at the basics of animation at the moment. So i dont have tips here for you.

      As Atro1Derby said, you got a bright feature ahead, if you already managed to get something looking like this and you keep going you will have stunning skills!!!

      • Rombout Versluijs on

        Ps one tip to speed things up. When your adding the initial rigid body and you about to do the other parts. You can select all other parts first, than select the part you already set up then go to Object > Rigid Body > Copy Active. That way you dont need to redo this for all the loose parts. A different method is first joining all the skeleton bone parts into 1 mesh then add the rigid body and then "separate by loose parts", but this will messup al the naming.

        You do need to alter individual parts to make the weight better and such.

  2. That being said, I don't have a lot of extensive animation experience in here either. Just simple stuff. But I really like where you're heading with this. And I LOVE the idea of making the skull animation match the cool thumbnail. That would be a nice touch!

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