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I tried to set the ocean as passive rigid body (collision mesh) and a boat as active rigid body.

The boat falls through the ocean. Which technique is recommended for this?

Ideally the boat would follow a curve and the physic simulation would calculate the orientation and level (z-axis).

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  • $\begingroup$ Is it possible to turn the ocean into a solid object (such that the heaving surface is the top of a box) ? Will that help the physics system keep them from falling through? $\endgroup$
    – Mutant Bob
    Commented May 30, 2014 at 18:48
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    $\begingroup$ You might try the Shrinkwrap constraint. $\endgroup$
    – gandalf3
    Commented May 30, 2014 at 21:26
  • $\begingroup$ @gandalf3 thanks that was already half way. $\endgroup$
    – stacker
    Commented May 30, 2014 at 22:27
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    $\begingroup$ @stacker I was originally thinking of the constraint, not the modifier, but it looks like the modifier works better (I didn't notice that the constraint doesn't take modifiers into account) :) $\endgroup$
    – gandalf3
    Commented Jun 1, 2014 at 7:07

1 Answer 1

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As gandalf3 suggested a Shrinkwrap constrained works, but not alone. Using Vertex Parent on a triangle and shrinkwrap the triangle to the ocean does the trick.

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For the second requirement to follow a curve a Curve modifier must be added before the Shrinkwrap in the modifier stack.

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The vertex parent trick was described here but this tutorial uses softbodies and is more complicated to setup.

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