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I'm sure this has been answered a thousand times but I can't find an exact relevant post...

I have a cluster of Active Rigid Bodies within one large Passive Rigid Body cube. I know that the cluster of Objects will explode when I start the sim, due to all the overlap of course, but I want that explosion to stay within the cube and bounce all around the inside walls.

It isn't working and I have no idea why. I've turned up sub-steps, solidified the cube, flipped the normals, etc... nothing make any difference. As soon as I start the sim the cluster of Rigid Bodies disappears.

What am I doing wrong?

PROJECT FILE

enter image description here

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Your container needs to be set to Mesh instead of Convex Hull, otherwise it will be considered as a full object. Also it's better to apply the scale and rotation of the objects, but to do this you'll need to make all the objects single objects (select them all then Object > Relations > Make Single User > Object & Data). It should work:

enter image description here

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  • $\begingroup$ That was it, thank you. I knew I was missing something (re: Mesh). $\endgroup$ Commented Jan 17, 2023 at 18:18
  • $\begingroup$ Would you mind explaining the bit about making them all single objects? I've never actually understood the "User" function of Blender (fake user, single user, etc). $\endgroup$ Commented Jan 17, 2023 at 18:19
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    $\begingroup$ Fake User is something else than Single User. Fake User is used to make sure that a data will be saved even though it is not used in your scene. Single User: Objects can share the same mesh (for example if you link-duplicate an object with Alt D), if you have 2 objects that share the same mesh, Make Single User allows you to make the mesh of an object a separate mesh. Here you needed to do it because you can't apply the transform of an object if its mesh is shared with another object, because it would mean that the change would affect all the other objects that share the same mesh. $\endgroup$
    – moonboots
    Commented Jan 17, 2023 at 18:35
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    $\begingroup$ In the latest Blender versions you don't have to go through Object > Relations > Make Single User, you can directly apply the scale or the rotation and it will just need you to validate $\endgroup$
    – moonboots
    Commented Jan 17, 2023 at 18:36
  • $\begingroup$ Oh wow total Eureka! moment there. The user thing makes perfect sense to me now, thank you for the explanation. $\endgroup$ Commented Jan 17, 2023 at 18:58

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