Hot answers tagged

5

From OP is not clear if Explosion Modifier is requirement or you just went the way you know. version Fracture Modifier Primarily designed for this was Fracture Modifier (non destructive), but it is not included in recent official experimental builds. One build I found in early 2.80 version on Graphical.org so you can check. In this example Rigid Body set ...


5

You can achieve this by using a Soft Body Lattice to automatically deform your mesh and react to the physics. The advantage of this over making the whole mesh a Soft Body is that each tendril can be given its own soft body settings (so some could be stiffer or heavier than others) and also your actual mesh geometry will not affect the simulation (making it ...


2

It might be doable with only Cloth Physics but I don't know it enough to find the settings that would prevent face collisions, so here is a method that works: Create a vertical plane with for example 5 different faces, assign it a series of vertex groups, the 2 bottom vertices will be group1, then the group above will be group2 and so on. Also create a new ...


2

When resizing any object relating to a simulation (domain, flow, rigid body, etc.) you should always Ctrl+A, Apply Scale to ensure Blender is aware of it's new dimensions (actually, whenever you rescale anything it's generally a good idea to Apply Scale anyway - uneven scale can cause all kinds of problems with simulations, texturing, etc.). In your case, ...


2

This has been prepared on the assumption that you're unfamiliar with Blender's animation and constraint handling... (Blend file below) When mixing animation, physics, parentage etc, a significant amount of time and trouble can be avoided by keeping things 'modular'. i.e. get the first part working, bake it, then the second, bake that etc. The philosophy ...


2

For this kind of work there is amaizing addon COA Tools addon for 2D cutout animation. I just dont see it for 2.8x, but it is still very productive to download blender 2.79 and do it in this version. Tool itself easily creates armature and with simple click you can assign sheets to bones. After riging its easy to open (or Append) in 2.8x project. Just dont ...


2

It would be intersting to know why you failed with Cloth. I would also try it with Cloth but with a Mesh Deform modifier: Create your ear/tail. Create a rather simple box that contains it, make it transparent in Solid mode and invisible in Render mode, parent it to the armature (here I parented the 2 objects to an empty): Weight paint the box, make it ...


1

The problem is that the surface Normals are facing inwards and this is breaking the collision. To resolve this, select each object and go into Edit mode (Tab), select all (A) and select Mesh/Normals/Recalculate Outside. This should re-calculate the normals so that they are consistent with a solid object. Once you have done this for both objects, re-run the ...


1

This was done using pure physics as one contiguous sequence, no baking, no faking. If you want to make things a little easier, baking will allow you far more leeway when dealing with finnicky physics. The Blender version is 2.77a, but it should behave similarly in 2.8+. (Blend file below) When put together the ball would not behave as required, nor would it ...


1

Make sure you hit the self collision check box in the cloth modifier setting as and keep the quality steps high to get a good cloth simulation(The more the quality step the better the quality and slower rendering). I hope this helps.


1

Yes, as Sanbaldo says. If you're still having problems, you might need to increase the "steps per second" in the scene properties tab > Rigid body world.


Only top voted, non community-wiki answers of a minimum length are eligible