There is no mention of the underlying physics engine in the manual for the current version v2.81.
However, up until version 2.79, Blender used to have also a Game Engine, which shared the same physics with the general Rigid Body World used for animation. Its manual gave more away in terms of the underlying engine:
Blender includes advanced ...
I red the question, but since it's a bit confusing for me (so many steps) I sticked with title - to solve passing objects, with a file you provided.
Start position of leaves comes from particles behaviour (they collides only in circular shape. Enabling Rigid Body to these leaves results in move ("explodes)" them down. In a Rigid Body World, there is ...
Speaking to trampoline effect (simple one) ...
falling object with two keyframes (start / end Z position) with Dynamic Effect Elastic (T) set in Graph Editor with first keyframe selected
"trampoline" worked better for me with Soft Body sim (Mass zero, Goal > Strength 1)
To protect object from penetration try for object Collision > Outer Thickness increase ...
Your resolution is too low. Try setting it to at least 150 but preferably more.
Yes, this will mean longer simulation times, but that's the catch with all simulations!
The resolution determines the size of the grid elements used by the simulation engine: your elements are so big (you can see the big blocks in your screenshots) that the walls are too thin ...
I found the solution:
When the spoon is selected as Fluid/Control there are two parameters which must be changed:
Attraction strength: with positive value attracts the fluid and with negative repels it.
Velocity strenght: the influence of the spoon's velocity with the fluid.
Just try configurations until get what you like.
The solution was quite simple. Didn't understand the nature of the baking process and how it worked when the physics object (plus forcefield) was a child of an moving parent (the camera).
Being a bit unexperienced in the physics field I did'nt understand the obvious necessity baking the flag / running the entire animation.
After executing this the flag ...
Okay, so I fixed it by myself, just by deleting previous object 'sphere' and creating new one. Here are the settings which work good:
So I don't know why it wasn't working with previous object, but the solution is to replace it with a new one :)
There may be methods that doesn't require aniamtion nodes, I will test that later. but here is what I thought at the most beginning and has been proven to be working:
Theory: using locations of particles as a guide for rigid body objects to set in their places. The intersection will be prevented by rigid body dynamics.
Add a particle system to a mesh. (...