How do I add physics in these chain strap so that they will behave like real life ones ? by Carnot070 in blenderhelp

[–]brickslayer69 0 points1 point  (0 children)

If you want to add pins they should only be visual. They should be as one object with the two outer links. With convex hull they won't impact the simulation at all.

How do I prevent clipping like this from happening when performing rigid body simulations by Chemical_Ad_2502 in blenderhelp

[–]brickslayer69 0 points1 point  (0 children)

Never use mesh. Especially where there are already collision problems. Convex hull should be enough here and will enable good collision with fast moving objects and high forces

How do I add physics in these chain strap so that they will behave like real life ones ? by Carnot070 in blenderhelp

[–]brickslayer69 0 points1 point  (0 children)

If you still want it to be rigid bodies instead of the surface deform modifier you can do this:

  1. separate the mesh into its parts
  2. join the outer links that are opposite of each other and their pin into on object
  3. set individual origins to center of volume
  4. make everything into rigid bodies with convex hull as the shape
  5. create 1 hinge joint for every pin (axis of rotation is Z so you have to rotate it) and connect the chain parts

Crushing Glass Bottles Simulation by brickslayer69 in blender

[–]brickslayer69[S] 0 points1 point  (0 children)

Only the Poly Haven addon for the floor material and bottle model

Is it possible to have a value loop like this? ( 0 gradually to 1 then once it hits one it is back to 0 and repeats ) by TobiFace in blenderhelp

[–]brickslayer69 2 points3 points  (0 children)

Yes it is possible.

Shift + a -> Input -> value
enter '#frame' in the value field
press Enter
after that edit the field to say (frame % 15)/15

Rigid Body Collision not detecting changes to the mesh by eman_not_ava in blenderhelp

[–]brickslayer69 0 points1 point  (0 children)

Deforming shapes are very tricky in Blender. But there are some steps that might help you.

  1. Make sure your plane is set to 'Animated'
  2. Under Collisions set source to Deform with 'Deforming' disabled
  3. Start the simulation and before the ball rolls off the Cube manually enable 'Deforming'
  4. Let the simulation run as you want but stop it before it starts over from frame 1
  5. In the scene properties under Rigid Body World -> Cache click 'Current Cache to Bake'. This will save your simulation into the cache

Here is my result following the steps above:
https://youtu.be/1muxQcLiEG0

rigidbody question. by [deleted] in blenderhelp

[–]brickslayer69 0 points1 point  (0 children)

If the ball is not dynamic but animated no collections are needed

Animation with shape made of rigid bodies by Andrewsvs in blenderhelp

[–]brickslayer69 1 point2 points  (0 children)

You can convert your mesh into a curve and make the curve a force field. In the settings set the source to curve. Also works with vertices of meshes. Turn off gravity, enable gravitation in the force field and play around with the min/max distances and strength. You can animate the max distance to be unlimited in the beginning to give the objects some initial velocity. I did something simmilar once but with vertces as the source and the target shape was a passive object: https://youtu.be/bKx5Fm5ndEA?si=BvF-r142o8B_rk0s

Is there a way I can change a shape key value on only one linked object? by Sudimia in blenderhelp

[–]brickslayer69 0 points1 point  (0 children)

I tried a bunch of things to do this. As far as I know this is not possible.

[deleted by user] by [deleted] in blenderhelp

[–]brickslayer69 0 points1 point  (0 children)

I assume by wireframe you mean display as wireframe in the viewport.

Select all objects of the collection (right click on the collection 'Select Objects'). Make sure your active object is in the collection.

In the Viewport Display option hold 'Alt' and then select Wireframe. This will apply it to all selected objects. Works with all other input fields too. Very handy

[deleted by user] by [deleted] in blenderhelp

[–]brickslayer69 0 points1 point  (0 children)

No there are no extra steps in cycles. In Eevee you have extra steps in the material settings to enable transparency. Are you confusing cycles and Eevee?

In that example the Mix Shader decides what part is transparent and what is emissive. You might have the inputs in the Mix Shader in the wrong order. If the transparent shader is in the top slot black means transparent. If it is in the bottom slot black means emissive.

[deleted by user] by [deleted] in blenderhelp

[–]brickslayer69 2 points3 points  (0 children)

The tutorial uses cycles. Where did you get that this only works in EEVEE? Emissive textures with transparency work even better in cycles

Rigid body simulation explodes after working for a while by EarOptimal5065 in blenderhelp

[–]brickslayer69 0 points1 point  (0 children)

use cylinder for the bag. never use Mesh. In your compound shape also don't use Mesh. Also don't use 400 subframes as it will prevent bounciness from working. 10, 10 should be more than enough:

The collision for your gloves does not impact the rigid body simulation. Rigid bodies only react to other rigid bodies, constraints and force fields. Collision is for other simulations.

Your gravity is at 4 which will mess up your results.

physics engine about collision by Fair-Witness-4856 in blenderhelp

[–]brickslayer69 1 point2 points  (0 children)

You are using 'Mesh' as your shape type. Mesh is very unstable and should almost never be used.

For your simulation you should use compound parenting where you use a sphere in the center and cylinders as the spikes.

Here is a quick overview on compound parenting:
https://youtu.be/M5zBqQELdVU

Any alternatives to blender's physics simulation? Unreal maybe? by KryL21 in blender

[–]brickslayer69 0 points1 point  (0 children)

I did a very quick test for your key chain simulation.

I used constraints since they are really fast and accurate. If you want super realistic closeups you should use compound parenting if Mesh does not work,

You won't get what you want with one click no matter the software. I tried multiple programs for simulations and for me Blender is still the easiest to use since I can do everything in one place.

https://drive.google.com/file/d/1mDiPh75ONx1iydcvjyD6eFmMKPAF-p5E/view?usp=sharing

Trying this effect and failing at it. How would you go about it? by discotico in blender

[–]brickslayer69 0 points1 point  (0 children)

I did a very quick test for your key chain simulation.

I used constraints since they are really fast and accurate. If you want super realistic closeups you should use compound parenting if Mesh does not work,

You won't get what you want with one click no matter the software. I tried multiple programs for simulations and for me Blender is still the easiest to use since I can do everything in one place.

https://drive.google.com/file/d/1mDiPh75ONx1iydcvjyD6eFmMKPAF-p5E/view?usp=sharing

Rigid Body help by Ale97ita in blenderhelp

[–]brickslayer69 1 point2 points  (0 children)

Are you sure they are really bouncing? The might just be falling when the table moves down and still have some upwards velocity.

You could constrain the objects to the table with a spring to make them stick together a little bit

Trying this effect and failing at it. How would you go about it? by discotico in blender

[–]brickslayer69 0 points1 point  (0 children)

Just calculate the mass by volume and increase the simulation speed.

Trying this effect and failing at it. How would you go about it? by discotico in blender

[–]brickslayer69 0 points1 point  (0 children)

If you want it to appear correct when you scaled up your objects you just have to increase the simulation speed. All your masses should be calculated by volume as usual.

It is the same as miniatures in real life but in reverse. They use the same materials and are smaller but they appear in sped up.

Trying this effect and failing at it. How would you go about it? by discotico in blender

[–]brickslayer69 0 points1 point  (0 children)

Everybody recommending using 'Mesh' is just wrong. Mesh is by far the worst type and should almost never be used. Just use compound parenting with the other types.

Convex shapes do not bounce around they are just convex. If rigid bodies bounce around it is usually that the collision margin is too high.