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.
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 ...
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.
"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".
Use Soft Body and Collision, in that order
For each soft body object:
Add Soft Body,
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 both affected and ...
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 ...
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 ...
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 ...
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.
Here it is how to make it:
If you need more info just specify what you want.
Sorry that I didn't cover timeline for sphere animation.
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 ...
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 ...
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: ...
This is not at all a "physically accurate" simulation by any stretch but may be able to fake it 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 use said group to drive the ...
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 ...
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 ...
Dynamic Paint and Freestyle
Dynamic Paint. Contrasting particle paint with a mysterious mesh object in the shape of a number moving on the z-axis. The mysterious mesh object is not shown to emphasize the Dynamic Paint process and not mesh movement. No Compositing Nodes. Image Above
Dynamic paint. Stopping particles with collision plane to show coincident ...
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 ...
Try scaling up your entire simulation.
You could also try changing the hitbox type of your coins from mesh to cylinder or cube.
The manual page about soft body collisions may help you.
It explains how the collision system works, and why your objects do not collide with the ground material.
Friction belongs to the surface. When the object touches the surface the combined frictions result in a sliding force (both objects have materials).
Distance and Force belongs to force field. The force field is defined above the faces with that material. 'Above' means
+Z (global) when Align to Normal is unset
+Z (local) when Align to Normal is set
First thing - you loop through all objects and then run bpy.ops.object.select_pattern() which will change your selection. It would be better to run a loop as for obj in bpy.context.selected_objects: Which will let you select the objects you want the script to alter.
The operator bpy.ops.rigidbody.object_settings_copy() will copy the rigid body settings from ...
If You just want a jello-like reaction, you can add a soft body and a rigid body to the objects. For this you do not have to combine the objects. I learned this just by testing.
If you want a collision make sure to add a collision modifier as well. And feel free to test different values in the physics tab. If you don't want clipping I would check the box "...
You Character needs to be dynamic, and the walls/scenery static.
Don't use the "simple motion" part of the motion actuator either. Put it into servo mode (drop down box) or set the linear velocity of the player. (The object needs to be dynamic for these options to appear).
Try playing around with the physics and motion in a completely seperate blend. Try ...
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 ...
You can use Collision Groups to choose which Emitter will collide with which surface.
In this example I've created 3 Groups.
Blue Emitter with blue Collision plane.
Red Emitter with red Collision plane.
Green Emitter with green Collision plane.
Last thing to do is to choose in respective Emitter under Particles tab > Physics section ...
You can use Animation Nodes for this. We compute the distance between the two target objects, if the distance is smaller than the sum of the radii of their bounding sphere, we create a text from the current frame and if not create an empty text, we read an initially empty text block and append the result to it with a line break as separator (Though a ...
You can achieve pretty good effect with Soft Body. I don't know exactly what you want to achieve, but as for deforming skin in general this should be ok.
Default Sphere for Soft Body and Collision. Subdivision Surface is added after (!) Soft Body.
For Goal you should select Vertex Group marked in previous screenshot or you can ...
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 ...
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 ...