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The problem was the Shape under Rigid Body Collisions was set to the default of Convex Hull. Changing it to Mesh made things work as expected, with the addition of increasing the Sensitivity. Increasing Steps Per Second in the Rigid Body World settings improved the interaction as well.


2

I had a similar problem with putting a gear on a spindle. It kept shooting off into space. The problem was that in the rigid body constraint, the "Sensitivity" collision margin defaults to 0.04, and for me, I had to lower it to 0.001.


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I needed to apply the scale by pressing Ctrl + A while having the object selected and then select scale.


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Since you didn't provide your blend file to check it out... I have made this which is bouncing pretty long...i just checked until 2000 frames...should be (hopefully) enough.


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From testing it seems like ... sim is not happening for closed Effectors (Colliders) Normal orientation doesn't seems to be taken into a count as well you can cheat it by creating a hole in some area of your Effector and set as Planar sim starts to work with hole sized at least 5 domain's divisions. More divisions let you work with smaller hole. Why 5? I ...


0

Experimentally, with "1 meter" presets, it seems that a constant point force of strength 25 "force units" (or perhaps a tiny bit less - for some reason, 24.9 units seem to first win and later lose over gravity) corresponds roughly to 1 N, as it approximately compensates a 1 m/s² gravity acting on a 1 kg default cube. However, I am unaware ...


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This is not knowledge, what i am writing here, just thoughts, as it might be in Blender as it is in e.g. programming languages. It is exactly as you wrote. If you copy an object with cloth modifier, you would "expect" that everything is "really" doubled. But is isn't. The reason for this that the developers try to "optimize" ...


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This was actually extremely easy to fix, you just need to add a material to the smoke domain. Just go to the materials tab with the smoke domain selected and apply a material.


1

You can prevent the camera view from being obscured by sending a raycast from the camera to check if any object/mesh is in-front of, or behind the camera view, which is the Z-axis of the camera. Here's a great tutorial exampling how to create and implement such a camera raycast for camera collision. Tutorial https://www.youtube.com/watch?v=Jim9W8B1KhU


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Using Blender 3.0, in order to reverse the physics animation I had to do this : Like Option 1 of the above vklidu's answer : with object selected > Layout (in object mode) > Object > Animation > Bake Action (with Enable Visual Keying) Open Dope sheet mode Select the object new baked keyframes you want to reverse (the selected keyframes color ...


0

try giving your cube a volume shader like this:


2

I got this result by adding a ground plane with collision, adding a plane as emitter with object a subdivided plane. Then I tapped the "make instances real" button on the emitter and hid my emitter in render + viewport. Then I moved all my leaves to a collection called leaves. Then I added cloth to all that instances. Add some wind and turbulence ...


3

The main reason why the collision doesn't work is that the cable is just a few connected vertices (edges) without any faces. You're using the Skin modifier to give the cable some thickness. That's a good idea but the Skin modifier is below the Cloth modifier on the stack (top-down-wise). This leaves the Cloth simulation still the few vertices and no mesh ...


1

Yes, you can do that: We'll start by making an empty at the position of the pole that we want the the cloth to be controlled by, then we'll vertex parent that empty to the pole. Next, we'll create a hook modifier for the cloth object. To be affected by a hook, a vertex needs to be assigned to the hook. The easiest way to make a hook is to select a vertex ...


2

The cloth simulation fails because a big lady needs a big shirt. The shirt fabric (mesh) that you use is too small and it has not enough geometry. Try something like the following and add a Subdivision Surface modifier with one or two levels. To be able to close the sewing gaps, it's a good idea to mark the edges that should be sewn with different marking ...


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