Join Steve Grisetti for an in-depth discussion in this video Creating a CGI crash with debris, part of HitFilm 3 Pro Essential Training.
- One of the fun things about playing with CGI is that you can destroy objects without actually destroying anything physical. You can crash a jet or blow a helicopter out of the sky, rip it to pieces, and yet we're not doing any practical damage to our models. And by animating separate elements in the 3D objects, we can rip an entire model apart, have individual pieces flying all over the place, and create a really really cool effect. I have my flying saucer flying through space, minding his own business, when suddenly out of nowhere comes this missile that strikes it and blows it into space.
Now we did a similar animation earlier in the course for this with a little more elaborate explosion, but I wanna emphasize what we're doing to the model itself at this point. So, as you remember, or may or may not remember, when we grabbed the UFO and added it to our project, we had the option of animating individual elements in the UFO. We could animate, for instance, those three rings, the inner, middle and outer rings to animate or spin separate from the other animations we add to this.
We also could select the armor on the back or the outside of the ship as a separate element. And now we can select each of those elements and we can animate 'em separately so that when this missile hits, each of those pieces is gonna to fly off the ship out into space. Let's see how that's done. I'm going to position my playhead to right when that missile hits and the explosion begins right here. And then I'm going to select my UFO object. Go into my control panel, and go down to Models, and you can see that under the UFO, here are the pieces I selected, the groups I selected to animate individually.
And so I can select, for instance, this armor mesh, open up Transform, and I can turn on keyframing for all of these elements. And then I can move my playhead just about a half a second down the line here. And I can make some adjustments here to position, and the piece breaks off separate from the ship. Can you see this? I'm gonna widen this so I can get my Z-Axis too in it. There it is. And I can move that in three-dimensional space.
So I can grab it and throw it out here. I can also add to it a couple of spins, so I'm going down here to Rotation. Let's give it maybe three revolutions in the X-Axis. Maybe a revolution here on the Z-Axis. And then I'll drag it completely off screen for my final keyframe. And now, you see what we got is an animation so that when the ship gets hit, that piece breaks off, and goes spinning into space. How cool is that? Now, we can do that with each of the individual elements in this model that we've designated as separate pieces.
So again, I'm going to drag my playhead to right where the explosion begins, then I can go to, say, this middle mesh. This is one of the middle rings that is rotating inside the flying saucer. Select Transform, and you notice we already have something going on here with the Y-Axis. Don't mess with that. Because we already have that spinning, we don't wanna make any adjustments to that or it could affect how the model behaves earlier in our sequence. But turn on everything else.
Again, move the playhead just about the same distance. So that piece is off screen. And now, we are going to grab our new piece. Go to position, just drag it right off the ship. I'm gonna bring this one up from the top. Position it, and we can just grab these arrows and kinda control where it's going. We want to be moving forward in addition to off the side of the screen. Before I bring it off the side of the screen, I'm also gonna animate it here on the rotational axis for X.
Maybe we'll give it two revolutions. And Z, we will give it two revolutions here. I'm not gonna mess with the Y-Axis rotation, because that's already, we've already got something going on there. And then I'm gonna just drag it off screen. The reason I wanna make my last key frame off screen, is, of course, I don't want my part just hanging there after the explosion. I want it to actually be off screen. So I'm gonna use the controls here in the control panel to get that off screen. I can continue to do that with each of these other elements here.
So, for instance, the outer mesh. Turn on keyframing for all of these elements. And once again, I can move my playhead out here just a little bit, and separate those pieces from it. Grab onto Position, just rip that piece off there. Send it flying into space. Let's send it flying out this direction. Add a couple of rotations to it, a couple of random rotations. And now, we've created an animation in which this piece breaks off also and goes flying into space.
It starts a little bit later than the other pieces. That's OK. Go back to where the explosion begins, and we can add the same animation here to our inner mesh. Turn on all the animations that are keyframing. Move the playhead out just a tad. Just makes it a little more random if they don't all start at the same time. That's OK. Drag on its position, and which direction haven't I used? Let's go down in the lower right corner here.
And the same sort of thing. Let's add a couple of revolutions, not to the Y-Axis, but to the others we'll add a couple of revolutions here. Maybe I'll add 10 revolutions to the Z-Axis. And move the piece off screen. If I can't get it by dragging these arrows, I can always do it by just adjusting the position here in my edit controller. And now, what have I got? Here's my animation in slow motion. The missile hits. And I'm gonna select the camera so we don't have that up and down arrow.
And my missile hits, and here go my pieces, (imitates explosion sound) flying off into space. Isn't that cool? Hey, who doesn't like blowing things up, right? And with HitFilm you can do it without destroying your models, coming near any actual fire, or putting your cast or anyone else at risk. And if you really put some effort into it, you could make it look better even, than the actual pyrotechnics. Hey, let's add one more thing here. Whenever there's motion, what do we add? A motion blur. So I'm gonna select the UFO object, go up to Layer Properties, select Motion Blur, and that should complete our effect.
Here's what it looks like when I play it in real time.
In this course Steve Grisetti shares the three ways HitFilm 3 Pro can be used: as a video editor, as a tool for adding 2D video effects to your movie, and as a compositing tool for creating amazing 3D and planar-tracking effects. Along the way, you'll look at how to draw from the program's exciting library of preset effects (including motion tracking and particle simulation), as well as how to build effects and animations from scratch. You'll use HitFilm to add muzzle blasts, rocket fire, phaser beams, and other explosive action effects to your movies. Steve also shows how to work with 3D models and incorporate them into videos—including simulating real-world depth and perspective with the free mocha HitFilm plugin.
- Adding and customizing 3D effects
- Keyframing animated effects
- Adding effects instantly with presets and Quick 3D
- Extruding and animating text
- Chroma keying
- Tracking and stabilizing video
- Animating 3D models
- Creating a space scene with advanced effects
- Planar tracking with mocha HitFilm
- Outputting and sharing your movie