Rigid Body Obstacle Course Animation - Blender Tutorial

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Blender Made Easy

Blender Made Easy

Күн бұрын

Hello everyone and welcome to the next part in the beginners guide to simulation series. Today we will be learning all about rigid bodies, what they are and how to work with them. To demonstrate this simulation we will be creating an obstacle course for a UV sphere to go through. You can find the setup blend file here.
drive.google.com/file/d/1pcik...
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• Rigid Body Obstacle Co...
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0:00 Introduction
1:51 Obstacle Setup
3:56 Spring Constraints
7:51 Force Fields
10:58 Hinge Constraints
13:05 Funnel & Ramp
14:15 Crashing Cubes
15:42 Troubleshooting
16:21 Camera Animation
17:19 Outro

Пікірлер: 13
@stevenchilders272
@stevenchilders272 29 күн бұрын
I remember a tutorial from way back. It was about using rigged body dynamics with forces in truespace 2.0 the example used a wind force and a pinwheel and in real-time used the wind to keep the propeller in air. This was almost 20 years ago.
@waitcube698
@waitcube698 29 күн бұрын
Danm, thanks man! I needed this for a progect, and this came right in time!
@user-jf6wb7rd1n
@user-jf6wb7rd1n 24 күн бұрын
so cool! Ive been wondering how these animation was made and thank you for giving an answer
@tle90
@tle90 28 күн бұрын
That was so much fun and so informative. Thank you SO much for making this kind of content, love it!!!
@joe_fabricator
@joe_fabricator 29 күн бұрын
Awesome tutorial! Thank you very much for putting this together. Much appreciated, Saved to my Blender Rigid Body Playlist
@KRLYProductions
@KRLYProductions 29 күн бұрын
Awesome!
@HerraHazar
@HerraHazar 29 күн бұрын
Excellent tutorial
@stilt2209
@stilt2209 28 күн бұрын
Thanks bro your my favorite blender channel
@PP3D
@PP3D 27 күн бұрын
Many thanks 👍👍👍
@aboazambakour4386
@aboazambakour4386 27 күн бұрын
thank you for this tut you are mazing
@gordonbrinkmann
@gordonbrinkmann 29 күн бұрын
I especially like the explanations on the constraints. I'm not a beginner but most of the time when I'm simulating rigid bodies it's without constraints. But asking in general: why did you set the tunnel lid at the beginning and the ram at the bottom to Active? They can be Passive, they are just keyframed, no need to simulate them actively. And for simple shapes like the ram, the wall, the tower cubes I would use Box as collision shape and cylinder for the lid. Those primitives are simulated faster and more accurate than Convex Hull.
@BlenderMadeEasy
@BlenderMadeEasy 29 күн бұрын
There isn't really a reason for keeping them on Active that's just what I ended up doing while I was testing for the tutorial. I haven't experimented if keeping it on Active increases the bake time or not. For this scene I doubt it would make much of a different but for more intensive simulating it would probably be good to switch it to Passive if it does help with faster processing. Same with the collision shapes I just didn't really think about changing them. But it would probably be good to help speed up bake time.
@gordonbrinkmann
@gordonbrinkmann 29 күн бұрын
@@BlenderMadeEasy For the collision shapes, maybe they do not save much baking time, but they surely are sometimes helping to get more accurate simulations. That's what I like about the new "Compound Parent" shape option, I never made better (more stable) chain animations before. But with the passive/active thing I was also thinking about in terms of making tutorials about simulations, I guess people would benefit from it and learn even more (although you have enough good information for beginners in your videos of course 🙂) , because some think a passive object would only be there so that active objects react to it, and then wonder why interaction does not work when they animate them. I think for beginners this behaviour is a bit unintuitive. When active rigid bodies have animation keyframes, they are not using them if "Animated" is not enabled. So far, so clear, one would make an animation, maybe wonder why the object is not animated and just falls down and then realize, oh I forgot to check that option. But the passive objects, if you animate them with keyframes, this works instantly, since they are passive and do not react to physics like gravity etc. They seem like collision objects for other simulations. But now - other than collision objects - they do not interact with the active rigid bodies. Because therefore Animated has to be enabled as well... I understand why, but as I said maybe beginners do not and since the animation is working without, it is not obvious that this the thing that is missing.
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