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I've created conveyor belt and and two objects with rigid body physics. But the first object won't fall and second object falls backwards.

How can I fix it?

Video of the problem
Blend file

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  • $\begingroup$ Is it possible you could upload your .blend? Without seeing the details of your setup it's hard to say what is causing this. $\endgroup$ – gandalf3 Jan 31 '15 at 11:25
  • $\begingroup$ ok i added dropbox link $\endgroup$ – haidarvm Feb 1 '15 at 6:59
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    $\begingroup$ This is because the simulation is not taking the deformation of the curve modifier into account. Enable Deforming in the physics settings of the belt object, then it works as expected. (will add a proper answer when the question is re-opened) $\endgroup$ – gandalf3 Feb 1 '15 at 8:38
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This is because the rigid body simulation is only taking the initial deformation into account, behaving as if the curve modifier is applied:

enter image description here

To fix this, enable Deforming on the belt object:

enter image description here

This will make the simulator take into account deformations of the object that occur during the simulation.

Result:

enter image description here

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    $\begingroup$ Great awesome! ... helps me alot .. but one more question why the belt running backward with the object .. so object go to front and belt run the oposite direction? $\endgroup$ – haidarvm Feb 1 '15 at 14:06
  • $\begingroup$ @coder5 Wow, I didn't even notice that :P. Looks to me like a bug where the rigid body simulator takes into account the new collision bounds of the deforming mesh, but not the changed direction. To fix this, make it so the belt is animated in the same direction as the brains should go, then flip the curve object by scaling it -1 on the Z axis. $\endgroup$ – gandalf3 Feb 1 '15 at 18:54
  • $\begingroup$ thats ok.. but i got another bugs .. when i add mutliple object on belt .. the object stop in frame 250 even the belt still running ... why is that? $\endgroup$ – haidarvm Feb 3 '15 at 12:22
  • $\begingroup$ @coder5 It's preferred to put separate questions in separate posts, but I think the answer to this particular question is here: blender.stackexchange.com/q/6741/599 $\endgroup$ – gandalf3 Feb 3 '15 at 20:10

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