10

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 ...


7

You could use cloth physics for the deformation part. Pin the corners or edges of the rubber object so it keeps its shape by adding it to a Vertex Group. Let the physics do the rest. Not sure how one could do the holes. Weight Proximity could help fake it, I don't think there is any elegant solution with Blender. You can also assign each hole size to a ...


6

Work smart, not ... Okay, so you realized Blender bullet solver implementation is not as strong out of the box. Therefore we have to help it out a bit. Reconstruct your geometry with simpler shapes. In your specific file, I could just create the crate out of 5 cubes (the walls and floor) which are then parented to the crate geometry. Use simple rigid body ...


6

I don't know if it will help, but here is a way to make wheels following the ground: Create a cube (the vehicle), a wheel, and a small plane. Parent the wheel and the plane to the cube. Put the plane under your wheel, subdivide it a bit, assign a vertex group to the whole mesh. Give it a Shrinkwrap modifier, choose the ground as the Target Give your wheel a ...


5

On the top left of the screen, there is "View", "Select", "Add" and "Object". Select Object, then go down to "rigid body", them "copy from active".


5

You have basically 2 options that influence Friction in Soft Body simulation. Make it 3. Collision object: Here only Damping will influence friction of the simulation. Less Damping = less friction. Friction in these settings is only for Cloth. Soft Body object: In Soft Body object settings Friction is self explanatory but it seems that Mass is also ...


5

Ok, I tried a few options and got a fairly stable simulation. Here is the result: Steps: Scale the ground and pen up by 100 (physics simulations work better with larger objects. Also, the floating came from the constant collision margin of 4 cm which means that objects will already collide when they are 2*4 centimeters apart. While this value can be ...


5

For those who come here with this problem try setting the shape of the collision to mesh for the outside shape. For your problem, I set the collision shape to convex hull for the inner bottle and it reacted normally. I don't know how attached you are to that setting but that might do it.


5

turn down collision margin to 0 here: After that they will fall down. You should also reduce friction to get a realistic result.


4

[Select the rigid body object and copy their properties (except for animated).] Select all rigid body object to be modified. Alt click on the Animated property. This will change the property for all the selected object to the same value. Now all object have animated enabled. Use this script to key the property on all of them. import bpy sel = bpy.context....


4

Maybe there is a different approach to it, but one problem is that there is no frame at which the ball is in contact with the other rigid bodies. In frame 22 it is in front of the stack and in frame 23 it is already behind the stack. If you position the ball a bit differently that it has one or two frame inside the stack, it will have an effect.


4

I red the question, but since it's a bit confusing for me (so many steps) I sticked with title - to solve passing objects, with a file you provided. Start position of leaves comes from particles behaviour (they collides only in circular shape. Enabling Rigid Body to these leaves results in move ("explodes)" them down. In a Rigid Body World, there is ...


4

For your ground you've chosen Collisions but Collisions is for Cloth or Soft Body, you need to choose Rigid Body, Type > Passive and Shape > Mesh. Also, apply the ground scale and apply the chain modifiers (I'm not sure why it messes up the simulation though)


4

The problem is with the outer surface of the geometry being too close to the inner. This is causing points that collide with the inner surface from being confused as to which side of the thin glass they should be repelled. The solution is to simplify your collision mesh so that it only includes the 'inner' surface - with the normals all pointing inwards. ...


3

You can do this even easier. Just Parent Camera to one of the Cubes faces. Select Cubes face. Place Cursor on it - Shift+S > Cursor to Selected. Select Camera and place it on Cursor position - Shift+S > Selection to Cursor. Select Camera first then Cube with Shift and Ctrl+P > Object. Done. Note: Based on the initial Camera position/face selected you ...


3

You're going to have to increase the Steps per second a bit more. The motion of the box is too fast, and the spheres may find themselves suddenly "out" of the box (or inside the wall!) in the next solver's step, when in the previous they were inside. The solution is to have another step in-between so that the collision is not inadvertently skipped, ...


3

This question is related to How do I add a rigidbody to an object with python?. In 2.8 you need to use collections, so if you want to add rigid body physics to object my_object for scene 'Scene': bpy.data.scenes['Scene'].rigidbody_world.collection.objects.link(my_object) and verify outcome with my_object.rigid_body is not None


3

When building a physics simulation it's important to ensure it fits with 'real world' proportions and properties in order to achieve a realistic simulation. Firstly, ensure your surface Normals are pointing in the right direction. You can view your normals in Edit mode (Tab), opening the Properties side-bar (N), scroll down to Mesh Display and enable '...


3

In 2.9 there will be the Compound Parent shape, explained here by CGMatter, that may make things even more accurate, for the moment here is a solution with Convex Hull that works: First, don't keep your vertical cylinder. Also, join the trim of the basket to the basket, for the moment it is another object without any physics. If you join it to the basket it ...


3

There are many reasons why your mesh is falling through the floor. After examining your file, I figured out all of the problems, and I will tell you how to fix them. first off, when I downloaded your file, your plane did not have any rigidbody physics attached to it, so if your plane does not have passive rigidbody physics, then that is the first thing you ...


3

What is preventing you from applying scale is that more than one object in your scene shares the same mesh. This object was instanced instead of duplicated. The solution should be to right click on one of the offending meshes in the Outliner and select Make Single User, but this is evidently not yet implemented. Instead, what may be easiest is to duplicate ...


3

I've only done 4 coins here. See if these physics settings work for you. You can see those in the Blend file below. Make sure to check those for the slide and pusher also. You'll notice that all coins have much the same settings, except Coin 1. (leftmost) Varying those on individual coins will obviously affect their behavior and can be used to break up ...


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 ...


3

For you cylinder object, choose Collisions > Shape > Mesh:


2

How to use the particle emitter to create hexagonal fills. Create a Cylinder with 6 sides as your Hexagon and define a Plane as the level shape. (I did try this with a 3D mesh but it is a bit more tricky to get everything lined up). Add an Emitter and set the Object to be your Cylinder and the size to 0.5 Set the Emitter End to 1(so everything is done in ...


2

No, the fluid simulation system is independant of other simulation systems and can't interact with rigid bodies. Rigid bodies can't be simulated with the fluid system either. Note that the simulator is not suitable for non-fluids, such as materials that do not “flow”. Simply setting the viscosity to very large values will not result in rigid body ...


2

Yes - you can animate the properties of the rigid body constraints to effectively disable the link. For example, here is a chain of cubes, linked together with a series of Rigid Body Constraints - each set to a Stiffness of 40. At a certain frame the keyframes Stiffness drops to zero, splitting the 'chain' : The produces the following when animated :


2

I have solved this with the help of the Fracture Modifier Build of blender. You can find more info and download it here: http://graphicall.org/1148 I also included the steps in a text file inside the modified blend. Open this blend only in the Fracture Modifier Build or you may experience crashes and data loss in the blend.


2

After you put a plane and a cube above it you should add first of all a rigidbody to the cube In order to add a Rigidbody to your Cube you have to move to Physics table inside the right menu - This will allow your cube to fall down. After this you have to select your Plane and add a Rigidbody to it in order to make it "solid" and collidable with your cube,...


2

This technique might work too. Punch holes in your mesh, Add a vertex group and set only the rim of the hole with a weight of 1. Also add creases to the edges when necessary. Add a Subdiv modifier to form the circle shape of the hole, and a solidify to add thickness to the object. Now add a cast modifier and set it first in order. Select only the Z Axis, ...


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