I simply create a simple simulation of a monkey (suzanne) falling on top of a grid. Now i just want to make a copy (duplicate) of the monkey and i want to bake the simulation of that copy. So i will then have two monkey with the same exact movement where one is rigid body simulated and the other is keyframed (baked).

The problem is : since they're occupied the same location in space, they will interact each other , so give me the wrong movement. How can i temporarily disable the original monkey so i can then bake the simulation of the copy properly ?

  • $\begingroup$ Make Suzanne a rigid body, bake it to keys, duplicate it (Suzanne.001). Make Suzanne not a rigid body, simulate Suzanne.001 as you wish. Would this work? $\endgroup$ – Leander Apr 24 '19 at 15:46
  • $\begingroup$ If i bake it before i duplicate it, i will lose the previous good simulation. right ? i'm in the process where : i'm making simulation , duplicate it , bake the copy , render the copy. if client want to modify, i go back to original one, edit it , duplicate again (delete previous copy first), bake the copy , re-render. This process will cycle couple of times as the client wants to modify it. I don't want render the original one because sometime i got glitch when render it so i prefer render the baked one. $\endgroup$ – andio Apr 24 '19 at 16:46

Use the collision groups (or Collisions/Collections in 2.80) in the physics panel. If you set the Suzanne copy to collision group 2 and set the grid to groups 1 &2, then both Suzannes will interact with the grid but not with each other.


Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.