In this quick tip for Blender 2.60 we look at how you use the “Quick Effects” to set up quick explosions on most any object. This effects makes use of a Particle System and Explode Modifier to blow up up the mesh, which can then be combined with a smoke and fire simulation to create a stunning effect.
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Thanks for the tip Jonathan.
Funny enough this is something I was thinking about this morning. Maybe the next “quick tip” could be how to make it into a fiery ball of flame ..
Oh and thanks for the awesome tutorial!
Nice, didn’t even know there where quick effects, I’ve been setting this stuff up by hand, this will definitely save me some time, by have a one click basic setup. Thanks guys.
Thanks Jonathan,
Very useful tip. Especially liked some of your ideas on how to improve/modify the basic affect.
-OldMan44
it it possible to control how the particles emit? for example, would it be possible to get an explosion from left to right?
You can probably just change the world gravity for directional explosions like you’re talking.
Also check out the blenderguru.com grenade tutorial.
he also goes into detail about the explode modifier.
http://www.blenderguru.com/videos/make-a-hand-grenade-explode-part-1-or-2
http://www.blenderguru.com/videos/how-to-make-a-hand-grenade-part-2-of-2
we aren’t allowed to post links to blenderguru ?
sad…
he has a great 2 part grenade tutorial that covers the explode modifier pretty well.
That’s really cool !!! I’m just barely starting to get into blender and I love your site! I really love the “Dim Lights” effect. : )
Jonathan, i notices that the pieces of explosion goes at times a little bit inside of the collision objects, and that looks extremely weird.
Do you have any idea how to make the pieces not go through the collision object not even a little bit ?
It’s got to do with the way the particle physics works in blender. They’re not exact collisions.
You can go into the particle settings tab, and then under physics tick the “Size deflect” box, then change the “Size” of the particles to something where they no longer stick through the collision object
thanks so much, Ninjinx, but the problem is the pieces remain vertical, and do not fall onto the floor.
some of the pieces stay practically on air, when they should lay flat on the floor.
so still it is unnatural
here is before Size Deflect http://imageshack.us/f/827/capturefhy.png/
here is after Size Deflect activated:
http://imageshack.us/f/31/capture2nc.png/
is it possible to make the pieces fall onto the floor, like in a natural way?
here is what i want to accomplish, but the physics are unrealistic http://www.youtube.com/watch?feature=player_embedded&v=PYuBcOXhQfU
Alex, are you actually running a simulation in the Game Engine or just hitting play? I’m surprised you can get any result at all without running a sim. And nobody has mentioned it so, Jonathan, I think what you were looking for was the Edge-split Modifier. Cool enough, I had not noticed these yet.
yes, John D Smith ii, i had entered in Game Engine, selected the object and gave it Rigid with Collision bound, and the plane – static.
I have recorded the animation, went back to blender render, and still pieces would pass the plane.
i don;t know how to resolve this
Very useful, and perfectly done. Thank you Jonathan, moreover, this is a Blender feature I did not even knew.
Thank you Jonathan for this great tip =)
Now we’re expecting for a smoke/fire tutorial for our explosion
the particle didn’t appear because the quick effect turned them off. you have to turn them on under display to see them in the viewport
nice and very cool tutorial
You did a balloon tutorial, now you should do a balloon being popped tutorial!
Awesome tip Jonathan! Happy to see such a short tip saving so much time
I do not usually make further questions about the tutorials… but I was doing some tests to figure out if there is any way to “spawn” a bone at each particle position in order to record the particles movement with the bones…
The goal is to record the “exploding” animation using a single object/mesh so it can be exported. Maybe I’m asking too much
Any suggestions?
I suppose this might be possible with python scripting but honestly I have no idea. This would be a great question for the python forum on Blender Artists
http://blenderartists.org/forum/forumdisplay.php?11-Python-Support
I’m relatively new to blender and I was wondering how I would change the controls because my middle mouse is bound to the widgets function on my mac. Does anyone know how to either change this on my os or on blender? I would really appreciate the help!!
i know this is an old question, but if it helps anyone reading the comments that has to do with you mac preferences. go to the apple icon > system preferences then go to expose or spaces or whatever is being called and disable the mouse button!
Great Tip!
Thanks for the tip Jonathan! Great stuff
Hey Jonathan I have a question if i were to put a plane underneath the object
how could i make it so that when it hits the plain it breaks into even smaller peices
Hi Ryan,
Unfortunately I don’t believe there’s any way to do this current because we don’t have Reactor particles. Hopefully these will be readded in the near future.
Love this tutorial. I wonder if there is a way to use this to create easy explosions in unity? Unitys particle system is already pretty good though.