3

i am assuming you "just" want to let the cubes fall "realistic" and that they should fall as "one" cube until they touch the ground. Honestly i don't know whether this works with Rigid body constraint "fixed" and i never tried that. But if you just want that "realistic" physics behaviour as i described in my ...


2

Convex hull is not bounding box, but rather “bounding plastic wrap” as it were, and actually produces better results than mesh shape collision most of the time. For mesh shape Collision, Blender apparently has to do some special set up to detect concave areas, and a margin is necessarily put in place around the body. For a convex hull, however, the collision ...


2

Well, I would first set the scene gravity to zero, but beyond that, duplicating multiple rigid body metal rods can be done different ways. I might set up one rod, and then use alt D to duplicate linked, possibly randomizing their rotary transformations afterwards. Another way is to use a particle system to generate lots of them, and then “make instances real....


1

The solution does not work for 2.82 Select your ball, and in the timeline delete all keyframes (so the physics can do its work). uncheck the "animated" flag here: go to scene properties: hit "delete all bakes" in rigid body world for your ball change sensitivity -> collision margin to 0 run the animation you get this:


1

You've said that you're interested in a baked solution, so here's what we can do given keyframes for the object whose axes we wish to track. I assume you already have an object with baked animation; I assume it's not experiencing any translation. Let's start by making a single bone armature at the location of the tracked object. We'll enter pose mode on ...


1

Create a mesh in the shape of an arrow. Now use a copy rotation constraint at this object, and pick the target object where you want to retreive the rotation from. Your arrow mesh will follow the rotation of your target object now.


1

Select all and set origin to geometry. Also, select one domino, in the Rigid Body panel switch it from Shape > Mesh to Convex Hull, select all the dominos, select the one you've changed at last, then go into Object > Rigid Body > Copy From Active, and it should work. I'm not sure why Convex Hull works better.


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