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Just a little test after my curiosity to solve this issue was spiked in a discord server

I'm going to improve it, and eventually add a liquid simulation, something I haven't really worked with before!

But as for how I did this little simulation, I'll break it down! I should warn that this may not be beginner friendly, but you can try to follow along!

I took the base blueberry model and duplicated it, the duplicate model will be the popping model. This is important because you'll need to rip vertices to achieve this result or your base model will look really, really bad. You can rip edges and vertices with V, but keep the current position by cancelling the move with right click (might be different if you use left mouse to select, just try the left mouse button if the edges don't snap back to their original position)

But when you want your model to burst, simply go to the frame where you want them to burst, and replace the primary model with the popping model on the next keyframe by either moving it out of view of the scene or disabling it from viewport and render view under 'Object Properties', and placing the popping model in the same spot or enabling it in viewport and render. However, make sure the position of the popping model is placed before the simulation stuff starts.

Then apply a cloth simulation to the popping model under the Physics tab in properties, then enable pressure and configure the settings until you have a good result.

The thing with the pressure is you don't want it to always apply, only when the model first appears, or you'll get some weird results. To fix this, add a keyframe for the pressure settings at the time slightly after the popping model replaces the base model so the cloth can apply the pressure, then on the very next frame, set the values to '0', and add new keyframes for said pressure values. This keeps it from constantly applying pressure and ruining the simulation.

And this is important to pull it all together: Under 'Cache' in the Cloth settings, set the beginning frame to the frame just before the popping model appears. If you don't, the simulation will run before the model appears, so when it does appear, it'll already be popped. And the simulation running a frame before it appears will give it one frame to push out the model to look as if it actually popped. Otherwise, it'll look just like the old model, but push out a frame late.

As for the popping model colliding with the ground, just apply a collision modifier under the Physics tab in properties,

And I'm pretty sure unless I'm leaving something out by mistake, this should work for popping, and that's how I did it for this! If you have any questions, I'll try to answer them!

Files

blueberry_popping_sim_1

Testing a new popping method!

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