Learn Rigid Body Physics in Blender | All Settings Explained With Examples | Blender Eevee & Cycles
In this tutorial, we have discussed all the options in the Rigid Body settings in Blender. We explained what is a Rigid Body, why we need them, how to setup the Rigid Body physics, how to fine-tune its behavior, and how to mitigate some of the common issues that you may encounter while dealing with rigid bodies. We have taken several working models to explain various options in the rigid body simulation. Please watch the video for the complete tutorial. If you have any question on this tutorial, please leave your comment below.
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๐จ๐ฅ๐ฅ๐จ๐ฐ ๐ฎ๐ฌ ๐จ๐ง ๐๐ง๐ฌ๐ญ๐๐ ๐ซ๐๐ฆ ๐ / 5minutesblender
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We have many more tutorials that can help you learn Blender like a professional. You can go through the following playlists for the relevant topics:
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โข Rigid Body Physics in ...
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If you want to watch our own creations in Blender, you can also check out the following channel where we regularly upload videos on Animation, Space Exploration and AI.
๐๐ฎ๐ซ ๐จ๐ญ๐ก๐๐ซ ๐๐ก๐๐ง๐ง๐๐ฅ ๐ฅ๐ข๐ง๐ค: / @thealienworld
#Blender #Animation #RigidBody
Timestamp
00:00 Introduction to Rigid Bodies
01:06 Adding rigid body physics for an object
02:59 Active & Passive Rigid Bodies
03:39 Dynamic & Animated options
07:11 Convex Hull, Box and Sphere shape options
09:31 Using the mesh shape for hollow objects
10:40 Friction and Bounciness in collisions
12:02 Effect of mass in a rigid body movement
12:56 Rigid Body options in the Scene properties
14:02 Conclusion and common problems
ะัะบััะปะตั: 138
๐๐๐ฌ๐ญ๐ซ๐จ๐ฒ ๐๐ง๐ฒ๐ญ๐ก๐ข๐ง๐ ๐ข๐ง ๐๐ฅ๐๐ง๐๐๐ซ ๐ฐ๐ข๐ญ๐ก ๐๐ข๐ ๐ข๐ ๐๐จ๐๐ฒ ๐ kzread.info/dash/bejne/gn2Jp7JpeM7gdKg.html
I learned a lot from you .. Thank you .. The name of this channel is 5 Minutes Blender, but in fact I studied a full course on the Blender program in a short time and this channel became the best for me and ranked first in KZread channels for any information related to the Blender program, you are the best and you are the best Above the top on all channels, I advise everyone to follow this pioneering channel and support it in all ways and means, because the efforts of the owner of this channel are great. Thank you, thank you, thank you.
@5MinutesBlender
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Bro, thank you so so much ๐๐๐ You really made my day ๐ I wish you all the very best in learning Blender!
๐๐ข๐ ๐ข๐ ๐๐จ๐๐ฒ ๐๐จ๐ง๐ฌ๐ญ๐ซ๐๐ข๐ง๐ญ๐ฌ (๐ฐ๐ข๐ญ๐ก ๐๐ฑ๐๐ฆ๐ฉ๐ฅ๐๐ฌ) ๐ kzread.info/dash/bejne/i4uTmLmqdsynedo.html
this is what i was looking for, thanks for the tutorial.
@5MinutesBlender
2 ะถัะป ะฑาฑััะฝ
Glad to know that you found it useful!
This is pure gold stuff... I was searching for a long time thnx man
@5MinutesBlender
2 ะถัะป ะฑาฑััะฝ
You're welcome ๐
Thanks, you solved some significant problems in my simulations.
@5MinutesBlender
2 ะถัะป ะฑาฑััะฝ
Glad to know that it helped you! ๐๐
i love voice this tutorial... make me feel like in Vault tech ๐
@5MinutesBlender
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Glad you enjoy it!
Please post all the physics animation videos like this its helps me a lot thank you so much ๐
@5MinutesBlender
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I'm glad to know that it was helpful for you ๐๐๐
Awesome job sir Right now I am following each and every single steps from this video
@5MinutesBlender
2 ะถัะป ะฑาฑััะฝ
Glad to know it was helpful for you. Cheers!
@preetamsthings4189
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@@5MinutesBlender it definitely is. Thanks allot sir I didn't like physics much in my college days But I am feeling like lovin'physics
Thanks for showing this very helpful tutorial and happy blending with blender.
@5MinutesBlender
3 ะถัะป ะฑาฑััะฝ
My pleasure ๐ And I too wish you a great success in Blender!
You have a wonderful voice. Thank you! ๐
@AbdenourAbir-hv4zs
12 ะบาฏะฝ ะฑาฑััะฝ
ai
Very good explanation. Thank you!
@5MinutesBlender
3 ะฐะน ะฑาฑััะฝ
Glad it was helpful! ๐โค๏ธโค๏ธ
this tutorial helped me a lot thanks so much!
@5MinutesBlender
3 ะถัะป ะฑาฑััะฝ
Glad to hear that. Cheers!
Thank you for this video. So rich in information yet easy to understand. I appreciate the effort you put in it.
@5MinutesBlender
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Thank you too! I'm glad you found it useful. Cheers!
really good video, you make a great job in explaining, thanks from germany
@5MinutesBlender
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Glad it was helpful! ๐ Your comment was very inspiring ๐๐
omg I am a robot. This was great perfect delivery for us robots we need this.... Humans are really bad teachers on youtube for us robots! Thank you 10000000s
@5MinutesBlender
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๐๐๐ Sarcasm at its best ๐คฃ
thank you. exactly what I was looking for
@5MinutesBlender
2 ะถัะป ะฑาฑััะฝ
Glad to know it was helpful for you!
good explanation with more information...Thank you sir
@5MinutesBlender
2 ะถัะป ะฑาฑััะฝ
Glad that you liked it!
You are simply the best
@5MinutesBlender
2 ะถัะป ะฑาฑััะฝ
Thank you Sir for your appreciations! ๐๐
เธเธญเธเธเธธเธเธเธฃเธฑเธ thank you so much
Thank you.
@5MinutesBlender
11 ะฐะน ะฑาฑััะฝ
You're welcome! ๐
You helped me. Thanks!
@5MinutesBlender
2 ะถัะป ะฑาฑััะฝ
Glad I could help!
You're Awesome man!!! โค
@5MinutesBlender
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Thank you so much ๐๐๐
How nicely you explain. Love u really..
@5MinutesBlender
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Thank you bro ๐๐
@3:30 : Thank you!
Thank you! This helped alot.
@5MinutesBlender
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Glad to know that!
Please make character group lip sync in blender can u make it ?
@5MinutesBlender
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Yes, it is in our future plan. We will get into character rigging sometime later. We are going step by step to handhold a Blender user from novice to pro level, in a sequence of tutorials. We will surely cover what you requested, but not very soon. Meanwhile, if you urgently need something, you can use some plugin for lip syncing. There are several such plugins available for Blender. For a perfect lip syncing, your 3D characters have to be perfectly designed, with all different lip positions. Then use the shape keys to animate them. Best to automate the shape keys using some script or plugin.
"For example, if you have one object with many children attached to it" That line worried me for a second
@5MinutesBlender
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๐คฃ๐คฃ๐คฃ Awesome sense of humor sir ๐๐
really helpful video๐
@5MinutesBlender
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Thank you so much!
Thankyou
very good
hi I have a lot of random sized Particles I am trying to animate a certain way. I am able to animate the dynamic keyframe on and off for one of the particles but I am trying to get the whole group to stop at the start and then have physics take over when the logo comes in to push them. Any advice to get the dynamic animated for every particle at once? Thanks.
@5MinutesBlender
8 ะฐะน ะฑาฑััะฝ
What I understand from your question is, you can get the desired effect for one item, but you want the same for many items. In other words, you could manually get everything done, but you want some automated way to set it for all the items copied from the one item which you have already done. In this case, you can copy the animations. That dynamic switch on-off is considered an "animation key" although it is part of the rigid body physics. So if you copy the physics for all the items, that dynamic switch won't be copied. You need to select all the items (keeping that one item as the ACTIVE object), then from the object menu, under copy/link, copy the animation data. It will add that dynamic switch for all the items.
@BrandonBloxBB
8 ะฐะน ะฑาฑััะฝ
@@5MinutesBlender I actually figured that out from a google search haha. But I do have one more problem to solve with the animation and thatโs I have a lot of spheres colliding with each other (and they need to be) so when the physics is activated for them they all fly up and out rather than staying on the plane and getting pushed to the right by the logo. Is there a gravity setting or a better setting or method I can use to achieve the desired effect?
@BrandonBloxBB
8 ะฐะน ะฑาฑััะฝ
@@5MinutesBlender I actually figured that out from a google search haha. But I do have one more problem to solve with the animation and thatโs I have a lot of spheres colliding with each other (and they need to be) so when the physics is activated for them they all fly up and out rather than staying on the plane and getting pushed to the right by the logo. Is there a gravity setting or a better setting or method I can use to achieve the desired effect?
@BrandonBloxBB
8 ะฐะน ะฑาฑััะฝ
@@5MinutesBlender I actually figured that out from a google search haha. But I do have one more problem to solve with the animation and thatโs I have a lot of spheres colliding with each other (and they need to be) so when the physics is activated for them they all fly up and out rather than staying on the plane and getting pushed to the right by the logo. Is there a gravity setting or a better setting or method I can use to achieve the desired effect?
@5MinutesBlender
8 ะฐะน ะฑาฑััะฝ
@@BrandonBloxBB Yes, in the scene properties (within the properties editor), under the rigid body world, you can change the number of sub-steps and solver iterations. A higher value like 50 or 100 or 500 will result in higher accuracy in the physics calculations and more stable animation. Needless to say that it will take exponentially higher time to bake but you'll love the outcome. One more thing, to start with please ensure that the objects are initially not intersecting each other, not even slightly (and not even very close to each other), that can ruin everything because that is not actually possible in real physics.
your great i really really like this video
@5MinutesBlender
2 ะถัะป ะฑาฑััะฝ
Thank you so much! ๐
great tutorial, !
@5MinutesBlender
2 ะถัะป ะฑาฑััะฝ
Thank you so much! Cheers!
awsm bro keep it up
@5MinutesBlender
2 ะถัะป ะฑาฑััะฝ
Thanks bro!
thank you so much
@5MinutesBlender
2 ะถัะป ะฑาฑััะฝ
You're welcome! ๐
I think I missed something. When I place my object on a surface and start the simulation, it starts bouncing instead of rolling down the ramp as per your tut.
@5MinutesBlender
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This happens because when you say that you "placed" it on the surface, I guess you manually brought it close to the surface and accidentally overlapped with the surface. Even if you do not overlap, Blender takes a threshold and considers an object as overlapping if it is too close. It is difficult to do manually although you can super zoom and place it correctly. Easier would be to leave a slight gap between the two and let the object naturally fall on the surface. You can then either convert this position as the starting position of the object (we have a separate tutorial on this point), or simply ignore the first few frames when it is settling down and start the actual output after that.
@Sixstring65adgmail
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@@5MinutesBlender Thx for the reply! Do you have the link for that tutorial on the starting point?
@5MinutesBlender
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@@Sixstring65adgmail Here you go ๐ kzread.info/dash/bejne/lq6Dz9mRms7KecY.html It has got several topics, the one you need is discussed in the later part of the video.
Will you post architectural home interior walkthrough or virtual home tour in blender if possible
@5MinutesBlender
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Yes, we will plan for this. Thanks for the tutorial suggestion ๐
@dharankalai
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@@5MinutesBlender Thank u sir
Hi dude. after 12:02 you have 400 frames instead of 250. How can I set more frames for rigid body simulations? Because if I just increase frames on the timeline, after 250 frames simulation stops.
@5MinutesBlender
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Please go to the Scene tab. Then expand the Cache section under "Rigid Body World". Change the Simulation End frame number as you need. Simply changing this field may work sometimes. Otherwise you will need to Bake the rigid body physics by clicking on the Bake button underneath. Please let us know if that does not solve this issue.
@g0fher
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โ@@5MinutesBlenderYea! Thank's a lot man, that's work!โ
@5MinutesBlender
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@@g0fher Glad to know that it worked!
My object is passing through the selected passive, what should I do ?
@5MinutesBlender
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Hi, if everything is set up correctly and it still does not show the expected behavior, it may be a cache issue. Blender sometimes "forgets" to clear the cache, it keeps using the old cache and the things do not show the correct behavior. Please try to clear the cache manually. If it still does not work, remove the rigid body system (from the Scene tab), and add it again. This will force the cache to be clear. If you still cannot get it to work for some reason, please send me your blend file (5minblender@gmail.com) I will check and get back to you.
My animation just wont fall, like even at the very beginning of this video with just the simple cube and rigid body attached the cube just stays still when played, I'm just starting out in blender so not super sure about the physics side of things but would really appreciate any help regarding this issue. Thanks!
@5MinutesBlender
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That's strange ๐ค Please go to the Scene Properties tab (in the Properties editor) and check if Rigid Body World is enabled or selected. If not, enable it. Also you can go to the cache section just below this, and Bake the physics. Although it is not required for simple scene (the default settings work just fine), still you can try this and let us know if the problem is fixed. If it still does not work, I'd suggest you to send your blend file to us so that we can quickly check this. You can get our contact details (Email ID) in the About section of this channel. Thanks!
@savannahrockett2464
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@@5MinutesBlender Yep its been enabled within the scene properties, baked the physics and still nothing. Will Email you with the file shortly! Thanks for all the help and my email is fairly similar to my channel.
Is it possible to do this for 2d as well??
@5MinutesBlender
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Possible, but it won't be very straight-forward. You need to use some kind or constraint to restrict the motion within a 2D space while following 3D world gravity.
Nice..!
@5MinutesBlender
2 ะถัะป ะฑาฑััะฝ
Thank you!
So according to this tutorial, if i want a object to fall at a certain frame i need to keyframe the dynamic off and on option at say, frame 500. Well it doesn't work. i've been on this issue for hours and im frustated
@5MinutesBlender
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Please don't lose hope bro. It is a very basic thing and it surely works. But what happens, sometimes we are working with a complex file with many inter-related objects, and we tend to mess up something. The best thing in such a scenario is to test the bahavior with a blank new file. Once it works there, try to do the same thing for your original composition. So here you go... Start with a blank new file, enable the rigid body physics for the default cube, go to frame number 50, turn off the dynamic property and key-frame it, then go to frame number 51, turn on the dynamic property and key-frame it again. You have to key-frame both 50 (off) and 51 (on). Now start the animation from the beginning (frame 1). It should work smoothly. Please let me know if that does not work at your end. All the best!
"As with all physics-enabled objects, pay close attention to the Animated checkbox in the Rigid Body panel of the Physics tab in the Properties. A common mistake is to use keyframe animation on a Passive physics object without checking the Animated box. The object will move, but the physics engine will behave as if the Passive is still in its starting place, leading to disappointment" can u explain what exactly its mean
@5MinutesBlender
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Blender has multiple engines (multiple different routines that calculate object behavior). They work independently, i.e. they don't interact with each other, or they don't influence each other. The normal object animation calculation is driven by one engine. And the movement under Rigid Body physics is driven by another engine. If you keep both of them ON at the same time, the objects will get two different results, which will be incorrect. The animated checkbox in the Rigid Body physics tab explicitly controls which engine to be the active engine for any given frame. So if you wish to use the normal animation (through keyframes), check that "Animated" option, Blender will then ignore its physics movement, it will use the normal keyframes and everything will look perfect.
@COOLACADEMYFORPHYSICSANDMATH
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@@5MinutesBlender Thanks Jeet bro, you are genius๐, hats off
13:11
Can someone please teach me how I can create a plate full of rice? I tried rigid body simulation but the rice is trying its best to bounce th hell out of the plate and not resting on the plate
@5MinutesBlender
2 ะถัะป ะฑาฑััะฝ
You are on the correct path. Rigid body simulation is the best way to do this. To restrict the bouncing, increase the friction values for the rice objects as well as for the plate, and reduce the bounciness to zero (both for rice and the plate). One or two rice grains can still reflect, but if many are still reflecting out of the plate, you can use a dummy cover (like what we have done in this tutorial ๐ kzread.info/dash/bejne/fXt9ycNmoNXbd7Q.html but use a cone instead of the jar and hide it in the render, so it will give a shape to the rice particles but it itself wont be visible). Please let me know what result you get. All the best!
Im gonna watch this video for the rest of my life
@5MinutesBlender
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I'm truly honored bro ๐๐
Help me when I make flag ,after 240 frame freeze I canโt I need 20000 frame ?
@5MinutesBlender
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By default Blender physics runs for 250 frames, but you can change it. Go to the Cloth physics settings, under the Cache section change the end frame to 20000 or whatever you need. Then bake the physics again and run. It should work.
when i make any object as rigid body and press space bar, that object is automatically jump or fly away, how to fix it ? Please explain
@5MinutesBlender
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Space bar is the shortcut key for animation play button. When you press space bar, it starts playing the animation/ simulation. You have enabled Rigid Body Physics. Now if you play the simulation (by pressing the space bar), it will move according to your scene construct. Often we add multiple rigid bodies in a scene. But if they have even a slight overlap between them, they will explode. So you will see the object running away. Otherwise also, the default gravity will be in effect. So the objects will fall down. Specially if the objects are flying away, it is a sure-shot sign that there are overlapping objects. Two rigid bodies (or copies of one rigid body) cannot overlap, otherwise they will pose unpredictable behavior because that situation is not natural.
@COOLACADEMYFORPHYSICSANDMATH
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@@5MinutesBlender Thanks bro, i understood object should not overlap or intersect before play button. Now again problem arises๐, How is it possible that selecting passive option , still object is going through to it. I changed cosmic change in gravity as u told in some video, in scene rigid body tab. Sorry, for asking questions and giving you trouble๐
@5MinutesBlender
2 ะถัะป ะฑาฑััะฝ
There could be multiple reasons why the object passes through the passive object. Old cache files may be one reason, but you said you eliminated that (you can test it this way, turn that passive object into active object, clear the cache, and run again - this object should now move under gravity, which means the cache is cleared - now change it back to passive object and clear the cache again - done). Another issue could occur if your passive object is a plane. Use a cube of very small thickness instead. Otherwise select this object and in the collision shape in the physics tab, use "Box" option instead of default Convex Hull. With a very thin object, it is possible that Blender simulation steps fail to capture the object position before & after hitting the plane if the moving object is small in size. Making the plane a solid object eliminates this chance. If this still does not solve the issue, you can try to increase the Collision Margin value under the Sensitivity section. Another way is to increase the "Substeps" and "Solver Iterations" in the Rigid Body World section under the scene tab. These two fields determine the accurateness of physics simulation. If none of these fixes work, I'd suggest you to send your blend file to us, we'll investigate it further. Thanks! And no worry, you can ask as many questions as you need. Even we learn a bit when we answer some question. It is good for us as well ๐
@COOLACADEMYFORPHYSICSANDMATH
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@@5MinutesBlender OMG Thanks JEET bro, i will try all options. I was using plane and floor in Arch mesh add on, through which object was passing through. I m trying your plate animation video in which many plates are falling.๐, i watch complete videos of your channel and try those for practice. Your rotating plate and cube and sphere are going by pseudo force outside is amazing. Because being physics teacher , i like such videos and try to make in blender. I wish i could make such simulation and teach students with full concept with visualization.
@5MinutesBlender
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@@COOLACADEMYFORPHYSICSANDMATH It's great that you are using Blender to create visuals for your physics classes. I too love physics! I saw your mail, will check the blend file and respond in a day or two.
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Nice content, but wish you didn't move your mouse around so manically.
@5MinutesBlender
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Ah I see ๐ถ Will keep it in mind for future tutorials. Thank you bro!
i just watched a 30 seconds unskippable ad, it better have given you 1 dollar or else..
@5MinutesBlender
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Really glad to know that you visited our channel ๐ You know how much that one Ad-watch gives us? If you are from USA, that would translate to roughly 0.025 dollar i.e. less than 3 cents ๐ And it will be much lesser if you watch it in another country, or if it is a skippable Ad. But... money is not everything. Wherever you may be from, if our tutorial helped you in some way, if you think it's worth your time, we will feel really happy. That matters ๐ Cheers!
My active objects somehow stays a little bit above the plane. Why is this?
@5MinutesBlender
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A possible reason could be if you have turned on the Collision Margin option under the physics tab either for the active object or for the plane. A collision margin would create some artificial gap between the objects when they touch each other. Can you please check if this was the case for your composition?
@jesperjee
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@@5MinutesBlender Thank you! But isnยดt that always on? I havenยดt seen that option. I will re do the thing and see if I can find it.
@5MinutesBlender
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@@jesperjee Its default value is OFF. And another reason could be the shape of your active object. If it is not a simple shape like a sphere or a cube, you may consider changing the Shape field under collisions to Mesh (the default selection is Convex Hull).
@jesperjee
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@@5MinutesBlender I made a pill and used "capsule" as the shape.
@5MinutesBlender
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@@jesperjee Okay, I just recreated this. Joined two half-spheres with a cylinder to create a capsule-like object, used capsule in the rigid body shape, and let it fall on a passive rigid body plane. It perfectly touched the plane and bounced and then came to rest. There is no gap between them. So, please check if you have accidentally turned on the margin option, otherwise use the mesh option in the shape and check if that works. Use a simple cube in a new composition to test if the basic things are working or not. Once it works, change it to a capsule, step by step, and test at each step, so that you can find out where exactly things are breaking. If you want, you can also send your blend file to us so that we can check your particular case. Our contact details (Email ID) are mentioned in the About section of this channel.
I watched this one but I just wanted to see how it's aligned to the Map
@5MinutesBlender
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The balls are not actually aligned to the map, it is the other way round. The map is drawn on the balls once they have settled within the tray. This was explained in the other tutorial you are referring to.
@Earthtrendstv
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@@5MinutesBlender I just realized the tutorial came after the canadian flag. Now am on this one for for the second time to grasp the basics of Rigid Body physics
The Next video was deleted. Can you check pls!
@5MinutesBlender
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Hey buddy, can you please let us know which video you meant by that "Next video"? Chronologically we published a video on materials right after this one, which is still there. And playlist-wise, we have another video on rigid body physics after this, which is available I see ๐ kzread.info/dash/bejne/fXt9ycNmoNXbd7Q.html So little clueless which video you meant bro ๐ค
@3DBlender_Training
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I see 3 videos In the "Rigid Body Physics in Blender" playlist. The second video was deleted. It looks like to discuss some more complex examples of rigid body movement and the Rigid body constraints.
@5MinutesBlender
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@@3DBlender_Training Now I get it. Thank you so much for pointing it out. We will re-upload it soon.
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Sounds like a robot talking.
Get a human to read the script. These computer voices are lame. Good content otherwise, but I can't upvote it.
@5MinutesBlender
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I can understand. Thanks a lot for your honest feedback ๐
Great tutorial! Question, when running an animation, take the simple falling object, I notice that in the Item tab it does not display that the location is changing. I've wrapped my head around this, but is there a setting that would display its position across time relative to the global axis?
@5MinutesBlender
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Thanks for the appreciation! I am not aware of any easy way to display the dynamic positions of a rigid body (or an object under any constraint for that matter). But you can use some Python script to get that real-time position and display it in the console, or in a panel. You'll need to read the position using obj.matrix_world.translation where obj is a reference to your object (or use bpy.data.objects["Cube"] where Cube is the name of your object).