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I wondered a similar thing (Using "Rigid Body" for rolling ball. Flat surface. How to push the ball to roll?) and someone in the comment mentioned this question. The top answer worked, but only when I had sufficient length of moving animation right before the physics (moving between frame 1 and 2 did not work, I had to make it between frame 1 and ...


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Why not try collision sectors? with a simpler armature like a character you can place collision bounds automatically to each limb. (manually assuming the size of the collision bound you need). and use integrals or for loops to get measures between Bone.pose_head & Bone.pose_tail for higher quality collisions to your charactar mesh. I already attempted ...


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There are a bunch of very good fracture add-ons out there. Some of them only support fracturing the entire object at one time, while others actually let you control the places that the object fractures. You may want to consider this add-on as it lets you do that kind of thing with objects. I am positive that there is no way to automatically generate ...


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I just tried something similar and it worked OK, I'm guessing your spheres are too close / touching on the initial frame. This will upset things. Here's my result- https://www.dropbox.com/s/cdtnwukjwakg6kc/RigidSpheres.mp4?dl=0 And here's the scene- https://www.dropbox.com/s/aw6pmq5tmis0kee/RigidSpheres.blend?dl=0 If you move my spheres so they're touching/...


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Rigid bodies 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 ...


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There are a few things that could cause this to happen in fluid simulations. 1) Your domain is smaller than your obstacle, so your fluid boundaries are smaller. 2) You have an invisible obstacle that is beneath the fluid inflow. (unlikely). 3) You need to change the location of the fluid simulation bake. 4) You need to set the simulation quality to a higher ...


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I looked at both files and the only difference really is that you got rid of the camera and light in the wrecking ball file. If that is the only thing you want to change: Load the "rigid body sim.blend" file. Switch the render engine to cycles to get the same result and switch to render view! Go in the file menu and select "Append..." Find and double click ...


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While all the answers point out some reasonable things, i believe that it's most likely that the Rigid Body Collision Source" needs to be set to "Final" so all modifiers are included in the calculation, as OP mentioned all but the marble have modifiers to them. Also mentioned as try to from @Jackdaw, the Rigid Body World settings, especially the "Steps Per ...


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If the passive rigid body is animated then don't forget to turn on Animated in the passive rigid body settings or else the active bodies will not collide.


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Array with end caps Example using default cylinder and UV sphere. (matching loop vert count) Add a UV sphere in edit mode select half and P separate by selection. Add the default cylinder with no ends (None) Add an array modifier. Use the two sphere halves as end caps. Make the relative offset in z (arbitrary, chosen since it is default alignment) We ...


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This can be done entirely with one object. Start with a sphere, go into edit mode, and select half the vertices. Press Y to rip the selection away from the other half of the sphere. Then press G,Y,5,Enter. This will move the newly ripped half-sphere along the Y axis 5 blender units. Then, select the two edge loops closest eachother on the two sphere halves,...


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This can be done by first separating the sphere in half and animating those to move apart from each other, and then by animating the scale of a cylinder in the middle to fill the gap. The important part is that the origin of the cylinder must be on the edge of the object, so when scaled it will only appear to expand from one side.


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