If you have one object that has physics properties and you wish that the other object had the same properties:
Select all object that you wish to copy the physics properties to
Select the object you wish to copy the physics properties from
note: We select this one last so that It becomes the active selected object. This is the object that has the desired ...
Using keyframes is the only way I know of to do this currently, but you should be able to get good results by allowing the rigidbody object to be controlled by the animating system, then switching control back to the physics system while maintaining momentum gained from the keyframe animation.
This can be done by animating the Animated option in Physics > ...
You can make the ball roll with a Driver, first - this is what you should already have setuped, make sure the ball's Follow Path constraint option Follow Curve is set:
Add single driver to the X axis rotation field (RMB on field > Add Single Driver R)
Setup the driver like this (scripted type, no variables), also make sure Auto Run Python Scripts in ...
Using Animation Nodes
Updated for Animation Nodes 2.0!
Method with the Molecular Modifier and CubeSurfer below!!!
Another way to do this is using @Jacques Lucke's Animation Nodes addon. Here is the final result:
And here is a picture of the node setup:
This is done with a Rigid Body Simulation and Vertex Colors. After installing Animation Nodes (linked ...
You can use rigid body physics to do this, make sure of the following:
All modifiers that you want to affect the simulation are applied
The jar has thickness
The jar is set to Mesh collision type to allow objects inside of it
You may also want to enable Split impulse in Scene > Rigid body world to prevent intersecting objects flying apart at high ...
Normally, soft bodies react to the presence of rigid bodies - providing those rigid bodies have Collision enabled - but the opposite does not occur; ie, the rigid body will not react to the presence of the soft body. This will result in the rigid body 'pushing through' the soft body :
In order to have the rigid body react to the soft body, the soft body ...
Use the "Apply Visual Transform" operator. You can find it in the "Apply" submenu of the "Object" menu in the 3D view header or by pressing ctrl+a.
This way you don't need to bake the simulation and don't loose the rigid body settings.
[Is] there a way to copy rigid body attributes to many objects?
Copy Rigid Body Settings sounds like it might do the trick. Select all the objects, then select the one with the correct settings last (make it the active object). Then, press Space> Copy Rigid Body Settings, or select Copy from Others from the Object Mode toolbox under Rigid Body Tools.
If you only want to copy single properties, you can right click on the property which you want to copy and select Copy To Selected:
This will copy the value of that setting from the active object (the object with the yellow outline, usually the last selected) to any selected objects (objects with an orange outline).
Note that this works for non-physics ...
Add Active Rigid Body Physics to your cubes.
(I created the cubes with 3 array modifiers applied, then separated By Loose Parts, and finally moved the origins to the geometry.)
Add a force field in the middle of the stack of the cubes.
Increase the strength of the force field.
Press play or AltA and watch the explosion.
Quick gif showing the whole process.
Did you bake the physics when your animation length was at 250?
If so, free all bakes, change a value, then bake again (and make sure you have the dynamic length of the bake set long enough). [You must change a value to reset Blender's built-in caching, and make sure it starts from scratch. You may then change it back.]
Here is an example of setting the ...
Select all your objects and hit bake to keyframes. Set the starting and endeding frames to the frame you want them to stay at. Go to that frame, and hit Alt-I. This will remove the unnecessary keyframe.
Here is an example, based on what you said, if I got it right:
subdivide a bit a cube, rise it on Z, set rigid body "active", a bit of bounciness, "mesh" collision shape
set a ground plane, set a group with the 4 corner vertices, set plane to cloth, with pin to the above 4 vertices group, set also rigid body "passive", with a bit of bounciness, set ...
Jittering objects are normally caused by the collision margin. See the documentation:
The collision margin is used to improve performance and stability of rigid bodies. Depending on the shape, it behaves differently, some shapes embed it, while others have a visible gap around them:
The margin is embedded for these shapes:
By adding an extra rigid body constrained inside the die as a weight, you can do this:
Add a small object to act as the weight (e.g. an icosphere) and position it inside the die on the opposite side of the 6. Make it a dynamic rigid body and adjust the mass as needed:
Add a Fixed rigid body constraint connecting the weight to the die.
Select the ...
Select all the rigid bodies and choose 'Bake To Keyframes' from the
'Rigid Body Tools' panel.
For v2.8 use the menu Object > Rigid Body > Bake to Keyframe
Set both the 'Start Frame' and 'End Frame' values to be the frame number that you want to be the new start position, e.g. you may want frame 20 of the simulation to be the new starting position, so 20 is ...
Yes, you can keyframe the Animated checkbox by hovering over it and pressing I:
When Animated is enabled, the rigid body will be controlled with the animation system. When it is disabled, the rigid body will be controlled by the rigid body simulator.
Simulations which include moments of inertia (https://en.wikipedia.org/wiki/Moment_of_inertia) and off-center forces can be created by combining objects though rigid-constraints, and applying forces through empties near each object. This animation shows the results that can be obtained. This simulates an object in space, without gravity, affected by forces ...
Light code gets promising results already.I made an example with rigid body meshes instead of particles. Spherical particle will be easy to detect as well since a collision is defined by their distance.
A rigid body simulation.
The simulation after executing the script.
from mathutils.bvhtree import BVHTree
For this purpose blender user usually use Rigid Body simulation. Here is a cookbook for a cube segmented into 10x10x10 (1000 parts). Yes it is process intensive and this is just one cube. The most calculation takes Constraints.
Create a Cube
Select a Cube
Assign Array Modifier > Count=10 > X=1
Assign Array Modifier > Count=10 > Y=1
Assign Array ...
I have created an addon to make this process described by gandalf3 easier. It's called Projectile. Download it from GitHub. The download is for 2.8x, for a 2.7x version see this branch
To use it
Select an object
In the sidebar (N panel) there is a panel called Projectile. In the panel is a button titled "Add Object." Click to initialize velocity.
In the ...
I had no problems with the following settings:
Split Impulse enabled in Scene > Rigid body world:
Both the cube and the sphere with Mesh collision shape and Margin set to 0.
It is important in this case to set the Margin to 0 because the collision margin for mesh is not embedded into the object, so it will collide with objects that are near the object's ...
Aside from using physics to arrange objects (which is a common practice, there is nothing wrong with doing that), you can use Snapping.
There are several ways to snap the surface of one object to another object:
Enable snapping 3D view > Header by pressing the magnet icon, and set the Snap Element to Face:
Now when you transform an ...
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 ...
You can create two separate soft body simulations - one for the balloon and the other for the string - and link them together via the Copy Location constraint.
Start by creating the balloon and then, in Edit mode, select just the vertex where you want to attach the string. On the Mesh properties add a new Vertex Group and name it 'Knot'. Assign the selected ...
No python needed.
Simply add a Copy Location constraint to the camera. Set the Target to an object with an active rigid body. (I simply duplicated one of my colorful cubes and moved it back from the rest of the bunch. Remember to turn the visibility off). That will get the camera to fall down with gravity.
To get the nice camera shake when it hits the ...