Carrara 7 car Crash tutorial.

A member of the Daz Forums asked that I make a tutorial showing how the GT40 vs Ball Bearing video was made. This video is not in depth but does give an overview of each stage of the process and how to work around a few physics bugs. With Carrara 8 expected soon most of the information in this video may be outdated in the near future. GT40 model available at Royalty free music by Kevin MacLeod

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Blender Demolition - Proxy Mesh Utilization (Demo 6)
Demo video of the development of the Demolition feature for Blender 2.6. For more informations see: Please consider making a donation for this project: Tags: Destruction, Fracturing, Shattering, Tearing, LS-DYNA, ANSYS, Pam-Crash, Digital Molecular Matter, DMM, Rayfire, Demolition, Animation, Game, Demonstration, Tech, Computer, Technology, Demo, simulation, Apex, Ford, Truck, chevrolet, chevy, silverado, Pickup Truck (Body Style), Accident, Traffic Collision, fail

Blender tutorial - simple car crash animation (Blender tutoriál - animace destrukce automobilu)
Postup k vytvoření animace destrukce vozidla (není zahrnuta fyzikální animace jednotlivých částí automobilu při jízdě - vozidlo se chová jako celkový model), s využitím Soft Body a Rigid Body fyziky v Blenderu 2.69. Postup k vytvoření modelu vozidla zahrnut není (model lze stáhnout z internetu) Download car model used in this video:

Favorite Accident Reconstructions
These are some of my favorite accident reconstructions from our 15 years in business. Contact Miller Visualization at 517-545-7391 for more information or go to

DB9 Crash Collection
Car: Aston Martin DB9. I recommend watching in high quality. Everything you see in this video is made by me, except for the ragdoll (the guy sitting in the car), because I didn't feel to... I did however think about putting a helmet on him, but I think he would have got serious brain injuries anyway... The car has been developed throughout the making of this film. That is the reason for example why, in some clips, the windscreen breaks and in other clips it doesn't. It's also the reason why some parts brake too easy sometimes. The following might be considered gibberish, and you might therefore not want to read it. This car has been modeled in Rhinoceros. It was then exported to 3d studio, where it was textured and then made "simulatable". It was then simulated with reactor, which is a plug-in in 3d studio. There are some 2100 parts in this car. There is an entirely different simulation-model behind the movement of this car. The simulation-model is invisible, and the visible model of the car is then linked to the simulation-model. The simulation-model is made up of 420 parts and 640 constraints, constraining the parts to each other. To make a crash scene the car was then given an initial speed, and some obstacles were placed in its way. After this to scene was simulated, a process which took about 20sec / frame. This video has a frame rate of 30 frames / sec, so that means a 3-4 second long clip took about 40 minutes to simulate. The simulation is done by the computer and you cant influence it while it's being done. Finally all clips are rendered. 30 frames / sec gives a total of 5400 pictures that had to be rendered for this video. Rendering means "calculating" how each frame looks like. The computer does the calculating all by itself, so no one has painted each 5400 pictures in Photoshop or anything like that. The average rendering time per frame was about 10 minutes. That's a total of 54 000 minutes = about 40 days. The computer gets quite slow when rendering, so I usually put on the rendering process when I was going somewhere. Part of the reason for the long rendering times was that this video was originally rendered in 1080p aka full HD (1920 x 1080), some clips, though, were rendered in 720p (1280 x 720). The longest rendering time for a single frame was over 6 hrs.