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Flip Fluid addon [$] create star (you can use Extra Objects addon) and animate movement under Physics Properties enable Flip Fluid > type Inflow add Cube object and scale it to Domain dimension under Physics Properties enable Flip Fluid type Domain under FLIP Fluid World enable Viscosity Bake Credits for Cup-Cake model goes to MrSorbias. Mantaflow in ... 10 Use Soft Body and Collision, in that order For each soft body object: Add Soft Body, Add Collision: Empirically, it seems that in the Modifier tab, Collision should be below Soft Body. Adjust the settings to your needs, then from the "Cache" panel of any Soft Body object, "Bake all Dynamics". In this setup all the objects seem to be ... 10 "Self Collision" is for the same object to collide with itself, not other objects/simulations. Each soft body modifier acts as a separate simulation, they can't interact. So, select all the softbody objects that will collide, then "Join" them (Ctrl+J) into one object. Now the separate parts within the same object can use "Self Collision". (Combined ... 10 Create your cage, I have used a box Select your box and enable Edit Mode (Tab) Keep the box selected and go to Mesh > Normals > Flip Normals Then go to the Physics tab, and enable the Collision modifier Now your boids should interact with the cage. Hope it helps. 10 The simplest way to simulate rope or string is using a Soft Body simulation on a row of vertices and add thickness with Skin and Subdivision Surface modifiers. You can use the Soft Body Goal to pin one end to the spindle - similar to your example. Looking at your Blend file it appears that there is a problem with your parenting of the 'hook' point - it ... 10 For rigid body and cloth/soft body simulations there are a number of things you need to be careful of. For the Rigid Body simulation you need to ensure you select the correct 'Shape' for the Rigid Body Collisions. The default option is 'Convex Hull' which if fine for objects which are rolling over a flat surface but since it doesn't allow for any concave ... 10 Final: Overview: For the Soft Body object I've used two Vertex Groups. One for Goal and second one for Springs. I've assigned different weights for selected parts. You can also draw weights in Weight Paint mode. Vertex Groups: Soft Body: 10 There is a difference between the shape of the mesh, and the shape used for collision detection. Often a mesh is too complex to allow for real-time collision detection. What you "see" is the convex hull of the Tetris block. It's basically the shape that you'd get when wrapping a shape with an elastic band (in 2D) or elastic sheet (in 3D). In this image, the ... 9 This is not a simulation but a similar effect can be obtained very simply with a shrinkwrap modifier: Set the modifier to "Project" and "Outside" (if orientation faces the model / normal of it pointing to the monkey). Axis the one of the glass normal. Direction: positive. Cull face is not needed. I've added a subdivison after it to curve a bit vertices ... 8 Being a curve addict here is a solution using bezier objects for this. Create three sets of bezier curves: Section shapes for varying cylinder tips Piped cream objects themselves Taper shape(s) Create varying bezier curve shapes for the foreseeable piping bag tips you'll be using. These were created from mesh circles with different number of segments and ... 7 This is an interesting problem. On the face of it, embedding one Soft Body object within another should be quite straightforward, but the Soft Body simulations don't interact in quite the correct way to get the desired effect. Also, there is only limited scope for adjusting the interaction and it is very difficult to prevent the objects from intersecting and ... 7 This is not at all a "physically accurate" simulation by any stretch, but it may be able to approximate the desired effect with a bunch of modifier trickery using a Vertex Weight Proximity and a Cast modifier. Use the Vertex Weight Proximity to make a vertex group weight vary according to the distance to a random object, in this case a "cancer ball", then ... 7 The most likely problems are either due to flipped normals, fast moving soft body (moving so fast as to jump through the plane before collision can be detected), or inappropriate Collision settings. The first thing to point out is that the collision is an approximation. The soft body solver steps the soft body vertices through a 'step' and compares the ... 7 I believe the Softbody Simulation won't give you enough control over the movement. Here is an alternate method using a rigid body simulation. The flickering is caused by the gif compression and not by a simulation error artefact. It uses a chain of rigid bodies like in lemon's answer. Enable the rigid body world. Add a cylinder, make it a cylindrical ... 7 You could use cloth physics for the deformation part. Pin the corners or edges of the rubber object so it keeps its shape by adding it to a Vertex Group. Let the physics do the rest. Not sure how one could do the holes. Weight Proximity could help fake it, I don't think there is any elegant solution with Blender. You can also assign each hole size to a ... 7 To expand on my comment, and if you only need the moment the cream passes through the tip, an easy way to fake it would be to pass a cylinder through a lattice. Start with a cylinder with a few edge loops and a subdivision modifier. Add a Lattice with an uneven number of U and V divisions and 3 W division. Scale the middle W to zero, then make the bottom of ... 6 Unexpected results from Rigid Body simulations are often the result of incorrect geometry (such as wrongly oriented normals) or bad collision parameters. It's difficult to say what your specific problem is without seeing your actual set-up but here's a few things to try. Firstly, check the normals of your meshes - look out for any meshes where the normal is ... 6 First of all, after seeing your scene, increase your particles lifetime so they can actually reach the floor. Then you need to create an actual collision object, because physical objects do only interact with special defined collision objects. At deafult settings, the particles are bouncing very heavy after touching the collision object and if you want ... 6 version – Boolean Some kind of illusion can be done with boolean operation. You can start with Geometry Nodes to create grass object ... ... but final "cut" is boolean operation (grass differenced with Circle object displaced by Radial Texture), that results in glitchy anim (doesn't matter if I use boolean operation inside GN or as modifier). ... 5 I've tried really simple smoke in Blender and here is what I've got: Gif with sample You just need to play with smoke temperature and domain height. Sphere is nothing more but smoke collision. UPDATE: Here it is how to make it: Gif steps If you need more info just specify what you want. Sorry that I didn't cover timeline for sphere animation. UPDATE ... 5 I believe your problem is due to the Collision Sensitivity Margin - although you shoul dalso ensure you always Ctrl+A, 'Apply Scale' on your objects (if you have rescaled them) prior to running any simulations. I've replicated a similar situation to drop a multitude of small cylinders into a box : In the above image you can clearly see that the cylinders ... 5 You have basically 2 options that influence Friction in Soft Body simulation. Make it 3. Collision object: Here only Damping will influence friction of the simulation. Less Damping = less friction. Friction in these settings is only for Cloth. Soft Body object: In Soft Body object settings Friction is self explanatory but it seems that Mass is also ... 5 Better if you use a copy location constraint on the box by a hand bone. You can set keyframes for the influence, so the character can release it. 5 Ok, I tried a few options and got a fairly stable simulation. Here is the result: Steps: Scale the ground and pen up by 100 (physics simulations work better with larger objects. Also, the floating came from the constant collision margin of 4 cm which means that objects will already collide when they are 2*4 centimeters apart. While this value can be ... 5 Opposing Wind Forces Create two equal Wind force fields like in the image below. Set the Strength of both fields to a high value and make sure that there is some falloff. As long as these two forces are equal and parented to a plane (or any object), all particles should stay pretty close to the plane between the two force fields. 4 As of Blender 2.82, Cycles only renders Objects and Collections as particles (Blender docs link here) However, here's a solution that might be helpful. You can create an object shaped like a line (a long rectangle): And then use it as the Object your particle system is rendered as. Set the rotation to orient along the velocity, and make sure to check "... 4 Collision with the emitter is not supported yet (2.77). But there is a workaround for this problem. So you want to collide the hair with the emitter but there is no self collision? Well but collision with other objects works, right? Right! So you simply have to duplicate the entire emitter mesh and set it to a "fake self collider! How it is done: Step 1: ... 4 Check your modifier stack. The collision has to be applied after the mirror (and after the armature if you want to move it). Use the little arrows on your modifier to change its position in the stack. 4 The falling grid is quite easy to do with particles : I forgot some things in the original answer, added them in emphasis add a Grid object with 9x9 subdivisions (= 8x8 faces) (Not strictly necessary, a simple Plane works as well) add a ParticleSystem on it with Grid distribution, render Unborn, Died, no Emitter. Choose a Grid Resolution of 8. create a ... 4 Animation Nodes can be used here. Grid Mesh Node can be used to create the grid. Move the grid$10$units upward and offset the polygons by$-10\$ using the Offset Polygons Node and use a falloff of your choice, I am assuming you want a Delay Falloff. Similarly, you can scale some instances of an object to get the scaling effect. The same Delay Falloff can ...