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 ...
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 ...
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 ...
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 ...
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 ...
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.
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.
Note: Based on the initial Camera position/face selected you ...
You have basically 2 options that influence Friction in Soft Body simulation. Make it 3.
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 ...
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 '...
[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.
sel = bpy.context....
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 ...
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 ...
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 :
I have solved this with the help of the Fracture Modifier Build of blender. You can find more info and download it here:
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.
Well it was easier then i thought it would be.
I created one example object and named it LikeMe, there i set all rigid body options. Then since all target objects have similair names (alls starting width Icosphere added a * at the end and did a select pattern, finalized width a copy of rigid body settings
scene = bpy.context.scene
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, and in ...
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-
And here's the scene-
If you move my spheres so they're touching/...
There may be methods that doesn't require aniamtion nodes, I will test that later. but here is what I thought at the most beginning and has been proven to be working:
Theory: using locations of particles as a guide for rigid body objects to set in their places. The intersection will be prevented by rigid body dynamics.
Add a particle system to a mesh. (...
It looks like you are getting some of the deformation applied twice.
In this case it appears to be a mix between parenting and multiple armatures.
The first thing to do is to check the "Multi Modifier" checkbox on any armature modifiers after the first.
If this doesn't work, you need to use the vertex group field on the armature modifier to make sure each ...
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':
and verify outcome with
my_object.rigid_body is not None
There are a number of important things to check when setting up a Rigid Body simulation :
Use the correct Collision Shape - on your example screenshot you show the first object as having Shape set to Mesh but check that all of your objects are similarly set. Convex Hull is more efficient but Mesh shape is required for interlocking objects and/or more ...
Wheels traveling over bumps - (Blend file attached below)
(Edited 5th April 2019 - typos, review, and slightly updated Blend file)
If I'm correct in assuming you're not too familiar with the process described here and you're stuck, just ask for more help.
A suggestion - if you combine the track-to constraint (chassis tipping) with
Moonboots' answer, the ...
I just got it working myself.
The solution is the motor constraint. Using the motor constraint alone, the vehicle will fall apart. Thus you have to add another constraint between each vehicle and the body - a hinge constraint to only allow rotation.
Thus the complete setup looks like this
Create the vehicle (body and 4 wheels as seperate objects)
Create a ...
Glad you found a solution on your own, there's one more way to do it that does not require coding.
Just select all the rigidbodies you have, making sure source object is selected last (so it is set as active).
Now press Space and start typing in "Copy Rigid Body Settings".
First, you are setting their locations explicitly using the Transforms Output node, so the simulation obviously won't take effect. Second, objects need to be linked to the RigidBodyWorld collection, so you can use the following expression:
[collection.objects.link(obj) for obj in objects if obj.name not in collection.objects]
So, your node tree should be ...
The box collider is calculated around all the vertices, even if they have no faces attached.
Go into edit mode and select the single stray vertex which is a little further from the surface of the cube. You can also select it with the Select Non Manifold command ⎈ Ctrl⇧ Shift⎇ AltM.
Delete it and the rigid body box collider will encase the ...
First off you're going to want the pupil and white connected on the same surface. having them disconnected can only lead to strange shadows and collisions like this. The best way to set up eyes so that there are no strange collisions like this is to make a sphere for the eyes. once you have the sphere you place the 3D cursor in the center of it (key stroke : ...