I have a scene with 2 Cubes, Cube 1 (using a soft body (Rigid body doesn't work either))falls through Cube 2, and Cube 2 has a particle system on it. I want Cube 1 to "push away" the particles on Cube 2 however, goes straight through. I have Collision physics on Cube 1, but it doesn't seem to interact with the particles at all.

Here is my .blend file:

also: to clarify, i don't want the two cubes to collide, I want the particles on Cube 2 to colide with Cube 1

  • $\begingroup$ Can you add some more details or a screenshot? $\endgroup$ – Shady Puck May 28 '16 at 20:11
  • $\begingroup$ And I have soft body physics on the thing that falls. Maybe that's why? $\endgroup$ – snipers500 May 28 '16 at 20:14
  • $\begingroup$ That's possible. If your running a simulation on an object, Blender might want particles to collide where the mesh was initially. $\endgroup$ – Shady Puck May 28 '16 at 20:15
  • $\begingroup$ Is there a fix? add it as an answer if yes. $\endgroup$ – snipers500 May 28 '16 at 20:17
  • $\begingroup$ Can you upload a .blend file to blend-exchange.giantcowfilms.com ? I could then look more closely. $\endgroup$ – Shady Puck May 28 '16 at 20:19

I see what you were trying to do with the Soft Body Physics, but what you really need is a Rigid Body Physics simulation. You can learn a bit about it in this quick, fun tutorial, but it is basically a simplified physics engine for gravity and whatever else you want to have affect your meshes.

For the falling-through-the-bottom-box issue, I turned off Collision Physics for all of the meshes except the floor because it has to deal with the particles. I changed some settings to make the particles bounce nicer. I also added all of the meshes to the Rigid Body Physics simulation. You can tell this because when you select them, the outline is green instead of orange. Additionally, I adjusted the particle settings so that they began emitting at the collision of the two boxes.

Final result:

enter image description here

Here is the modified .blend file:

  • $\begingroup$ It works nicely, but it's not the look I was looking for. $\endgroup$ – snipers500 May 29 '16 at 15:24
  • 1
    $\begingroup$ @snipers500 Perhaps you could have added more details about the look you were looking for in your question? I did the best I could and made some assumptions based on limited data. I do apologize if it didn't work for you. However, you said in your answer that you changed to rigid body physics? So maybe my answer helped a bit? If it did, please consider accepting it. $\endgroup$ – Shady Puck May 29 '16 at 16:00

If you don't need soft body you could use ridged body. Just add rigid body on both cubes. Remove soft body on all of the cubes/objects. The add ridged body on the plane and check animated.


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