@@MercuryRisingFast That can be done in multiple ways. One trick is to decrease the simulation speed to almost zero after the cubes settle within the jar (more on this in our tutorial 👉 ua-cam.com/video/dzOmwXjkdIc/v-deo.html ) or you can divide the animation into two parts - one having the physics and another without any physics (before and after they settle in). But if you want to actually solve the issues without any trick, you need to play with the friction values and the bounciness. Remember you can keyframe and animate these fields throughout the video. For example, increasing the friction will make them stop, but you need to do that only after the cubes have settled properly.
THIS is how to make a tutorial. FIVE STARS! * * * * * You not only fully explained, step-by-step how to make use of rigid body physics, you also showed how to make a glass jar in 2 minutes and 30 seconds! 90% of the BLENDER tutorials on UA-cam show the beginner NOTHING but a speed demo, with the instructor slowly panning around their creations, and then speeding through the locations of controls and input of settings, in microseconds. YOU created an actual tutorial. SUPER JOB!
Instead of making and assigning several different materials for various colors, you could make one material connected to a Color Ramp with various colors. Then connect an Object Info node Random socket into the Color Ramp Factor. It will randomly assign many colors to the cubes with one material.
Wonderful, concise content. But when I create this, my objects keep jiggling around. Your cubes here, fall, move around to get settled, then stop moving. My cubes keep wiggling and wiggling non-stop forever. I make many adjustments to the Rigid Body settings, yet, the jiggling around will not stop. Can you help, please?
First of all, don't get frustrated, getting rigid body simulation to perfection can take time. The physics calculations are always approximates, not perfect. To increase the perfection, ensure that there is no overlap initially for your objects, and then use a high value for the solver iterations and the substeps (both found under the rigid body world settings in the world properties). This will improve the accuracy of the physics calculation and will reduce computational errors. Also, enable deactivation for the rigid bodies (the default values for velocity and angle are good but you can change them if needed), this will ensure that the objects are not jiggling forever, they come to rest after a reasonable time. These things together will definitely help you achieve a better result.
If you want to support us financially, you can also try the Super Thanks feature in UA-cam itself. You will see a button just below this video. Not sure if it will work in your country. Anyway, thank you so much for your appreciations 💝💝
Your tutorials are amazing, very easy to follow, fun to reproduce the results and with lot of attention to details about little mistakes that noobs like me can make while learning the basics, yet i don't know how you have no more subscribers or views... I added to my "learning" playlist btw :)
Tip: if your objects are all bouncing and flying away turn down the Collision margin in the rigid body settings to something a little lower, worked for me.
Hello, thank you for the good tutorial! Can I ask you a question? I'm sorry in advance if I am wrong, because I am not good at English. I put the candy in the jar well. I want to keep the candy inside, but when I move the animation bar, it escapes out of the jar. Can't you apply it like Modifire Properties and make it immovable?
Your English is good enough 👍 And you can also write in any other language as well, I will get it translated through Google. Now coming to your question, if the candy is moving out of the jar, probably the candy has some overlap with the geometry of the jar. I hope you have enabled rigid body physics for both the jar and the candy. As in a real world, rigid bodies occupy distinct and separate space, they cannot overlap i.e. their geometry cannot intersect each other. So I want to ask you, how did you place the candy inside the jar? You should place the candy above the jar and let it fall naturally inside the jar. Then it will surely rest inside the jar. You can then apply the rigid body physics transformations and make that position permanent if you want. More on this is discussed in another tutorial 👉 ua-cam.com/video/dzOmwXjkdIc/v-deo.html (watch towards the end where we have applied the physics transformations).
@@5MinutesBlender Success! I succeeded! I put a jar of candy in my room Thank you so much! [Apply transformation -> Remove] from the object menu worked well.☺
hey im wondering is it possible if the objects falling down from the top to: a container that already filled with rigid body active slowly spinning balls? im tryna to make a scene like this but stuck here. thx!
Hi, I could not get the question toward the end. You have a jar already filled with some balls, and you are dropping another object. So do you want this new object to spin? Is the jar half-filled or fully filled already? In any case, rigid bodies will interact like real life. The spinning effect is unpredictable, it may happen sometimes but it is not within anyone's control. If you specifically need something to spin, you have to manipulate i.e. introduce custom movement through keyframes. We do that sometimes, but it needs a great care so that it looks realistic and natural.
thank you for the tutorial. i want to render an image with lemons in a bowl. how can i get rid of the animation and use only the last frame as the first frame
You can make the final position as the permanent position for each rigid body object, you need to use "Apply Transformations" from the rigid body menu. Watch from 4:17 onward in another tutorial ua-cam.com/video/dzOmwXjkdIc/v-deo.html , this is discussed there with an example. To make the balls move with the jar/bowl, you need to again add rigid body physics to the balls (active) and to the jar (passive) and bake the physics again, after you add motion to the jar.
We have demonstrated exactly that in another tutorial here 👉 ua-cam.com/video/dzOmwXjkdIc/v-deo.html Your case comes in the later part of the video, watch from 4:16 onward.
Hi! I tried to make it work many times, without success. Your tips are great, but could it be done using particles and each object as a particle? Thanks for this clear tutorial!
We can. But it will be an overkill to use a particle system for this simple thing. I would request you let me know what challenges you are facing with this, so that I can suggest some easier solution.
@@5MinutesBlender You are right. I don't need particles and your video solved all my needs. Anyway, thank you for your kind support. Keep making videos. They're clear, concise and straight to the point! Got one subscriber!
Hello, my objects are not going into the container. As if there were a barrier at the entrance to the container, but there isn't. What could be happening?
A quick guess, did you set up the bottle's collision shape as Mesh type? Otherwise it won't be considered as hollow and the falling objects will deflect from the top of the bottle
You can apply the physics transformations to make it permanent, then it won't "play", it will take a permanent form as a model. This is discussed toward the second half of this tutorial 👉 ua-cam.com/video/dzOmwXjkdIc/v-deo.html
If you want to freeze the rigid body motion at some point, you can use the technique discussed in another tutorial 👉 ua-cam.com/video/dzOmwXjkdIc/v-deo.html That's what I understood from your question. But if you meant something else, I request you to please clarify what exactly you want.
Is there a way to bake the animation so that they stay in the final place? I'm making several glass jars and I don't want to have to watch the animation of the objects falling every time I want to fill a new jar
Sorry for the late reply, my machine was out of order. There is a quick way to do this. Go to the final frame (or any frame of your choice) and select all the objects that have rigid body physics. Then from the Object menu, under Rigid Body, select Apply Transformation. It will make the object positions final. Then again from the Object menu, under Rigid Body, select Remove. It will remove the rigid body physics from all the selected object.
@@5MinutesBlender I have returned to this video since I had forgotten how to do it, and my way of doing it no longer works, and when I remove the rigid body the objects return to their initial position
ok, there is a button in the top menu "object" >> "rigid body" >> "apply transformation" Then you have to eliminate the rigid body and the objects no longer move
My objects are overlapping each other, do you know how i fix this? All the objects i applied the rigid body but the objects continue to attract each other.
That's strange 🤔 One possibility is, the origin is not set correctly for your objects. Delete the rigid body baked data. Select all the objects and from the Object menu, set Origin To Geometry. Then bake the physics again and see any change.
Hi! Great tutorial, but i'm having issues. When trying to bake all dynamics, Blender just crashes. I applied scale, moved the origin to centre and mass, but nothing works. Any idea on how can I solve this?
@@o.r.2140 Most of the time, Blender crashes not due to any wrong parameter used in the animation, but due to RAM overloading. One such case is, if you have too many objects in the scene, or a few objects with very complex geometry, the physics calculation can eat up lots of memory and Blender will crash. Please check whether you have used Convex Hull or Cube as the collision shape in the Rigid Body settings. If you don't see any immediate issues there, one way to pinpoint the problem is to reduce the number of objects to 1, check if it works, then say 5 and check again. Please let me know what you find out.
@@5MinutesBlender yeah, I guess my ram was overloaded bc I tried everything and it still crashed. I found a solution though. I turned the jar into an active rigidbody object and made it weight 1000kg, and now it doesn’t crashes and flows perfectly. Kinda weird that it crashes when the object is set to passive.
Thank you for the great tutorial! I just got a small problem when active object keep moving around the jar. I can't figured out how to make the animation stop completely 😅
Let me understand the issues better so that I can help. Are the cubes reflecting away after hitting inside the jar, or are they sliding on each other inside the jar and you want to freeze them? Can you please describe it for me - how it looks like?
@@muhammadhanis3366 Yes, it's possible to stop that sliding. First, increase the friction values for those cubes so that they don't slide too much. Even then, if you see that they do not come to complete rest, you can force them to stop by reducing the simulation speed to zero at a point where you want them to stop. We have discussed this technique in this tutorial 👉 ua-cam.com/video/dzOmwXjkdIc/v-deo.html Please check it and apply the same for your project. If any questions, please feel free to ask.
Hello, thank you a lot for this tutorial. I'm a beginner in Blender physic. I did everything exactly like you, step by step. But when I tried to play animation and let cubes falling down, when the first cube touched the jar, Blender always crashed. I tried it many times with Blender 2.92 even with new Blender 3.0. Please do you have an idea how to solve it?
Hi, did you try to bake the physics once, before running it? Does it bake successfully, but fail while running? Or did you simply run the simulation directly in the viewport? Blender can crash if the RAM is full. I suggest you to bake it, and then run. If it still does not work, kindly send your blend file to us. Our Email ID is given in the About section of this channel. If we can look into it, we'll be able to suggest you the correct solution. Thank you!
E for extrude (E Z if the extrude is not happening correctly), move the mouse as needed & click. Then S for resize and move the mouse as needed & then click. Hope this helps.
I appreciate the informative tutorial, however, I've run into a problem. It's quite silly. My objects fly away from the bottle instead of falling into the glass lol. I did do a few things differently though, because my objective is to make these objects appear as seasoning inside a bottle so for the array I used different properties. Do you think that's the issue?
A quick guess, did you set up the bottle's collision shape as Mesh type? Otherwise it won't be considered as hollow and the falling objects will deflect from the top of the bottle.
@@5MinutesBlender Thanks for the prompt response! That doesn't appear to be the issue. I set the bottle and even the label to passive and mesh so I'm not sure where I went wrong.
Hi, can you please clarify which one do you want to convert to mesh? Or which part of the tutorial are you referring to? It would help me to understand your question better. Thanks!
I have a question! I want to duplicate this jar and cubes and move them to another location. How to do it? Amazing videos! Thank you! ...and sorry for my English!
Do you want the new jar and the new cubes just stay like that, as a static model (a jar filled with candies for example) without any animation, OR... do you want the new cubes to fall into the new jar through an animation just like the first jar?
@@5MinutesBlender The new jar and new cubes simply remain as a static model (for example, a jar filled with candy) without any animation! Thank you very much for your quick reply!
@@ginagin3676Then it's simple. Go to the last frame where you see all cubes settled within the jar. Now select all the cubes and the jar, then go to Object > Rigid Body > Apply Transformation. Then remove the rigid body physics using Object > Rigid Body > Remove. Now these cubes and the jar remain in the final position without any physics. You can copy them and move them just like you do for any other object. We have explained something similar to this in a tutorial 👉 ua-cam.com/video/dzOmwXjkdIc/v-deo.html (toward the end of the tutorial). I hope that helps.
Hi, the option "Copy From Active" is grayed out when the active selection does not have Rigid Body enabled. Probably by mistake your selection has included another object (maybe the light object) and it does not have Rigid Body enabled, and somehow that is your active selection. Please do it again, and pay attention to what you select. If it still does not work, just test with two objects, one having Rigid Body enabled and another one not. This way you can figure out what is missing or what is the source of this issue.
@@5MinutesBlender Yes sir, Liquid, but maybe this tutorial can apply to both? I’m not sure. But, If not, can you please make a tutorial, that’d be wonderful!
This does not work in blender verison 3.6.0 I followed the tutorial, did the same steps, but the cubes are not falling in to the jar instead they are scattering around everywhere! what could be the isusse?
No change as such in 3.6, rigid body physics is the same. The cubes are probably colliding with the "upper surface" (imaginary) of the jar. The jar has to be treated as a hollow object. So you need to change its collision shape to Mesh type. If doing that does not solve the issue, play the animation frame by frame and observe minutely where the cubes exactly get deflected from. If they are deflecting from the surface of the jar, even though you have set the collision shape to Mesh, it means the old cache is still staying on your file. Clear the cache (sometimes it needs a manual cleaning of the cache files, but this is rare), then bake the physics thoroughly. If this still does not solve the issues, kindly send your blend file to 5minblender@gmail.com and we'll find out what the issue is. Thanks for watching our video!
Yes, ctrl+J is very handy. I would like to mention that ctrl+J works fine as long as the objects we want to join are separate parts. But if they have some overlap, ctrl+J does not take care of the internal topology very well in the overlapping section. This can cause many issues later if you try to use bevel, or if you cut a hole through it etc. The boolean modifier works better in case we want to join such overlapping parts.
Thanks. You need to add a text object with the numbers as text, then use a boolean modifier on the cube to carve that text on the cube. The following tutorial can help 👉 ua-cam.com/video/1aUWip4DSQo/v-deo.html
i tried to do this with coins falling into a jar... but once they get in the jar, some of them are going through the jar outside just spinning..... also the coins aren't falling in, just keep spinning...
Hi molly, do you mean the coins are getting into the jar, reaching the bottom and then somehow coming out, or do you mean that the coins are not getting in, they are spinning above the jar opening and not going inside? In the later case, please change the Shape field of the jar to Mesh type, in the Rigid Body section, and let us know the result. You need to use Mesh type for any hollow/ concave object. Please remember to clear the cache so that the changes take effect. All the best!
@@5MinutesBlender mm yes no i do not mean the second thing you explained. it is set to mesh object and they do get in the jar fine. however, once in, some are randomly spawning outside, which is kinda frustrating. i think i will try to make a simple object one and then just swap out the objects for what i want and see if this changes anything. perhaps bc the objects are too small and i need to fiddle with settings.
@@_pinkangels Okay, I can give you some hint about what can cause that behavior. In case the coins overlap with the wall of the jar while spinning, the rigid body calculation will make them throw away. I would ask, how are you spinning the coins? If you are spinning them manually, by changing their rotation values, then it might happen that they just intersect (maybe even very slightly) with the jar. This is just a possibility. If I get to see your blend file, I can surely investigate further on this. Should you need to contact us with the blend file, you can get our email ID from the About section of this channel. All the best.
Yes, it can happen. If you try to manipulate the movement of the cubes, it might happen that they intersect with the glass bowl. If they intersect even slightly, Blender engine will throw them off since that is an abnormal condition. Even without any manipulation, it can happen if the object is too small. The simulation algo works in steps. The accuracy of this algo depends on the number of steps and iteration. You can fix the abnormality by increasing the number of steps and the number of iterations, found under the Rigid Body World in the Scene tab. Higher values in these two fields (you may need to go above 100 or 200) will result in better accuracy, but it will take much longer time to bake. All the best!
My objects keep smashing through the jar. Some get retained, but a lot just act like neutrinos and don't give af about the jar being in their way. Even surrounding it with another passive object, reducing their bounciness and weight won't stop this behaviour.
First, apply the modifiers for only one object. Then link the object data (Object Menu > Link/Transfer Data > Link Object Data) for all those objects with the first object so that they share a single copy and the file size does not become huge. Finally, you can remove all the modifiers for them. This way you can have a small file with everything intact. The reasons we are applying the modifiers is to ensure no glitches in the rigid body physics. But you can definitely try without applying the modifiers and if it works for your composition, it is fine.
Good tutorial, but... did you put a shitty filter over text-to-speech audio so it would sound kinda-sorta like a real person talking into a micropohone? Because it didn't work.
This tutorial is fantastic -- one of the best!!! You clearly show everything you're doing. I tried your procedure with some objects I made myself, and it worked, but the texture was not applied properly. Can you tell me how to fix it? Here's the original texture on one object: imgur.com/woBzd6m . And here's the texture as rendered on my objects in a bowl: imgur.com/hM52614
Glad to know that you liked the tutorial. I looked into the two image files you sent. My first curiosity is, whatever maybe causing the change in the object's texture inside the bowl, not all objects are inside the bowl. Few of them are technically above it. I mean, for few of the top ones, the light ray is not passing through the bowl before it reaches our eyes (Blender actually works in the reverse way, but the physics involved is similar). So, is it really the bowl which is causing this issue, or is there another factor? To test it, can you just hide the bowl and render this scene? If that resolves the issue, then we can be sure that the bowl is the culprit. Otherwise we have to look into other things. And in case it is the bowl, although I cannot suggest without looking into your blend file, but I can make some guess. Probably you have used some transparency for this object's shader. And then the bowl definitely has a transparency. When one transparent or semi-transparent object is contained within another, we have to use Alpha Blend in the blend option. Please check the Blend Mode and Shadow Mode for the bowl as well as your object material and play with those settings. If none of them works, I would request you to kindly share a blend file with us, so that we can look into the details and come up with more meaningful suggestion. Cheers!
@@5MinutesBlender Thank you so much for your detailed answer! I am just a beginner (as you can tell!) and I just didn't know whether this was an easy question or a more involved one. I changed the blend mode and shadow mode, and that fixed the problem. Thank you again!
If you liked this tutorial, please consider making a small donation, it will help us!
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@@MercuryRisingFast That can be done in multiple ways. One trick is to decrease the simulation speed to almost zero after the cubes settle within the jar (more on this in our tutorial 👉 ua-cam.com/video/dzOmwXjkdIc/v-deo.html ) or you can divide the animation into two parts - one having the physics and another without any physics (before and after they settle in). But if you want to actually solve the issues without any trick, you need to play with the friction values and the bounciness. Remember you can keyframe and animate these fields throughout the video. For example, increasing the friction will make them stop, but you need to do that only after the cubes have settled properly.
THIS is how to make a tutorial. FIVE STARS! * * * * * You not only fully explained, step-by-step how to make use of rigid body physics, you also showed how to make a glass jar in 2 minutes and 30 seconds! 90% of the BLENDER tutorials on UA-cam show the beginner NOTHING but a speed demo, with the instructor slowly panning around their creations, and then speeding through the locations of controls and input of settings, in microseconds. YOU created an actual tutorial. SUPER JOB!
Thank you so much 😊😊 This is a priceless feedback that will inspire us in this journey! Glad that you are here 💝💝
I agree!!!
Instead of making and assigning several different materials for various colors, you could make one material connected to a Color Ramp with various colors. Then connect an Object Info node Random socket into the Color Ramp Factor. It will randomly assign many colors to the cubes with one material.
Yes, nice method. I did not think of it. Thanks for sharing 👍
thank you!
Wonderful, concise content. But when I create this, my objects keep jiggling around. Your cubes here, fall, move around to get settled, then stop moving. My cubes keep wiggling and wiggling non-stop forever. I make many adjustments to the Rigid Body settings, yet, the jiggling around will not stop. Can you help, please?
First of all, don't get frustrated, getting rigid body simulation to perfection can take time. The physics calculations are always approximates, not perfect. To increase the perfection, ensure that there is no overlap initially for your objects, and then use a high value for the solver iterations and the substeps (both found under the rigid body world settings in the world properties). This will improve the accuracy of the physics calculation and will reduce computational errors. Also, enable deactivation for the rigid bodies (the default values for velocity and angle are good but you can change them if needed), this will ensure that the objects are not jiggling forever, they come to rest after a reasonable time. These things together will definitely help you achieve a better result.
Thanks for your feedback!@@5MinutesBlender
I can only agree with the previous comment. Great tutorial! Very helpful. Many thanks for creating & sharing.
Glad it was helpful! Cheers!!
Thank you! I wanted to use the donation site, but I can’t pay overseas…
If you want to support us financially, you can also try the Super Thanks feature in UA-cam itself. You will see a button just below this video. Not sure if it will work in your country. Anyway, thank you so much for your appreciations 💝💝
Best tutorial I have seen for this. ♥
Glad it was helpful! We are also coming up with an updated tutorial for this 😊💝💝
Your tutorials are amazing, very easy to follow, fun to reproduce the results and with lot of attention to details about little mistakes that noobs like me can make while learning the basics, yet i don't know how you have no more subscribers or views... I added to my "learning" playlist btw :)
Thanks for your appreciation bro 💝 Have a very good day!
Tip: if your objects are all bouncing and flying away turn down the Collision margin in the rigid body settings to something a little lower, worked for me.
A tutorial that actually delivers is great:)
Thank you bro 💝
Thank you for deep explanation! I glad to see new video!
Glad you liked it! Cheers! 💝💝
brilliant! exactly what I needed for my project. Thank you!
Thank you too! Glad it helped 😊
Hello, thank you for the good tutorial!
Can I ask you a question? I'm sorry in advance if I am wrong, because I am not good at English.
I put the candy in the jar well.
I want to keep the candy inside, but when I move the animation bar, it escapes out of the jar.
Can't you apply it like Modifire Properties and make it immovable?
Your English is good enough 👍 And you can also write in any other language as well, I will get it translated through Google. Now coming to your question, if the candy is moving out of the jar, probably the candy has some overlap with the geometry of the jar. I hope you have enabled rigid body physics for both the jar and the candy. As in a real world, rigid bodies occupy distinct and separate space, they cannot overlap i.e. their geometry cannot intersect each other. So I want to ask you, how did you place the candy inside the jar? You should place the candy above the jar and let it fall naturally inside the jar. Then it will surely rest inside the jar. You can then apply the rigid body physics transformations and make that position permanent if you want. More on this is discussed in another tutorial 👉 ua-cam.com/video/dzOmwXjkdIc/v-deo.html (watch towards the end where we have applied the physics transformations).
@@5MinutesBlender Success! I succeeded! I put a jar of candy in my room Thank you so much!
[Apply transformation -> Remove] from the object menu worked well.☺
Cool! Thanx! I like the idea of the second cyllinder that restricts the fall of the cubes.
Glad to know that you liked it!
One of the best computerized voices.
Thank you so much 💝
hey im wondering is it possible if the objects falling down from the top to: a container that already filled with rigid body active slowly spinning balls? im tryna to make a scene like this but stuck here. thx!
Hi, I could not get the question toward the end. You have a jar already filled with some balls, and you are dropping another object. So do you want this new object to spin? Is the jar half-filled or fully filled already? In any case, rigid bodies will interact like real life. The spinning effect is unpredictable, it may happen sometimes but it is not within anyone's control. If you specifically need something to spin, you have to manipulate i.e. introduce custom movement through keyframes. We do that sometimes, but it needs a great care so that it looks realistic and natural.
Thank you it was so helpful
Glad it helped! 😊💝💝
thank you for the tutorial. i want to render an image with lemons in a bowl. how can i get rid of the animation and use only the last frame as the first frame
also when i try to make parent with the bowl, the lemons don't move with the bowl
You can make the final position as the permanent position for each rigid body object, you need to use "Apply Transformations" from the rigid body menu. Watch from 4:17 onward in another tutorial ua-cam.com/video/dzOmwXjkdIc/v-deo.html , this is discussed there with an example. To make the balls move with the jar/bowl, you need to again add rigid body physics to the balls (active) and to the jar (passive) and bake the physics again, after you add motion to the jar.
nice Tut.
When i have finished this, and i just want the Cubes to stay in place (for usage in a image) how do i approach this?
We have demonstrated exactly that in another tutorial here 👉 ua-cam.com/video/dzOmwXjkdIc/v-deo.html Your case comes in the later part of the video, watch from 4:16 onward.
Amazing tutorial!!!
Thank you so much!
Hi! I tried to make it work many times, without success. Your tips are great, but could it be done using particles and each object as a particle?
Thanks for this clear tutorial!
We can. But it will be an overkill to use a particle system for this simple thing. I would request you let me know what challenges you are facing with this, so that I can suggest some easier solution.
@@5MinutesBlender You are right. I don't need particles and your video solved all my needs. Anyway, thank you for your kind support. Keep making videos. They're clear, concise and straight to the point! Got one subscriber!
Hello, my objects are not going into the container. As if there were a barrier at the entrance to the container, but there isn't. What could be happening?
A quick guess, did you set up the bottle's collision shape as Mesh type? Otherwise it won't be considered as hollow and the falling objects will deflect from the top of the bottle
OMG I AM YOUR FAVORITE UA-camR!
Thank you so much 😊💝💝
how do you bake that into a model now so it doesnt re-run the sim when you press play?
You can apply the physics transformations to make it permanent, then it won't "play", it will take a permanent form as a model. This is discussed toward the second half of this tutorial 👉 ua-cam.com/video/dzOmwXjkdIc/v-deo.html
@@5MinutesBlender oh wow thank you that was so easy. Apply transformation. Remove rigid body.
@@curtiswindover4564 Glad it helped 😊
That was so lovely!
Thank you for creating such tutorial
:D
Glad you liked our tutorial 😊
@@5MinutesBlender 💕😊
Awesome tutorial
Thank you! Cheers!
Superb👌
Thank you! Cheers!
Thank you!! It really helped me.
Glad it helped! Cheers!
@@5MinutesBlender Cheers!
u help me on my project thanks a lot mate
Glad to hear that, happy to help 😊
Pls how do I make them stuck inside the container I want to render an animation with the rigid body frozen
If you want to freeze the rigid body motion at some point, you can use the technique discussed in another tutorial 👉 ua-cam.com/video/dzOmwXjkdIc/v-deo.html That's what I understood from your question. But if you meant something else, I request you to please clarify what exactly you want.
@@5MinutesBlender okay thanks
Is there a way to bake the animation so that they stay in the final place? I'm making several glass jars and I don't want to have to watch the animation of the objects falling every time I want to fill a new jar
nevermind, If I copy the objects in the final position, they remain, I only have to remove the rigid body one by one, but that works for me
Sorry for the late reply, my machine was out of order. There is a quick way to do this. Go to the final frame (or any frame of your choice) and select all the objects that have rigid body physics. Then from the Object menu, under Rigid Body, select Apply Transformation. It will make the object positions final. Then again from the Object menu, under Rigid Body, select Remove. It will remove the rigid body physics from all the selected object.
@@5MinutesBlender I have returned to this video since I had forgotten how to do it, and my way of doing it no longer works, and when I remove the rigid body the objects return to their initial position
ok, there is a button in the top menu "object" >> "rigid body" >> "apply transformation"
Then you have to eliminate the rigid body and the objects no longer move
but it works strange, I have to apply one by one and from bottom to top or the object resets
Very good tutorial for a newbee like me... Many thanks 🔥🔥🙏👍🏼❤️
Glad it was helpful! All the best for your Blender experience 😊😊
My objects are overlapping each other, do you know how i fix this? All the objects i applied the rigid body but the objects continue to attract each other.
That's strange 🤔 One possibility is, the origin is not set correctly for your objects. Delete the rigid body baked data. Select all the objects and from the Object menu, set Origin To Geometry. Then bake the physics again and see any change.
Hi! Great tutorial, but i'm having issues. When trying to bake all dynamics, Blender just crashes. I applied scale, moved the origin to centre and mass, but nothing works. Any idea on how can I solve this?
Tried updating and changing collection, it still doesnt work.
@@o.r.2140 Most of the time, Blender crashes not due to any wrong parameter used in the animation, but due to RAM overloading. One such case is, if you have too many objects in the scene, or a few objects with very complex geometry, the physics calculation can eat up lots of memory and Blender will crash. Please check whether you have used Convex Hull or Cube as the collision shape in the Rigid Body settings. If you don't see any immediate issues there, one way to pinpoint the problem is to reduce the number of objects to 1, check if it works, then say 5 and check again. Please let me know what you find out.
@@5MinutesBlender yeah, I guess my ram was overloaded bc I tried everything and it still crashed. I found a solution though. I turned the jar into an active rigidbody object and made it weight 1000kg, and now it doesn’t crashes and flows perfectly. Kinda weird that it crashes when the object is set to passive.
@@o.r.2140 Hmm nice trick! I hope it helps someone having similar issues 👍
Thank you for the great tutorial! I just got a small problem when active object keep moving around the jar. I can't figured out how to make the animation stop completely 😅
Let me understand the issues better so that I can help. Are the cubes reflecting away after hitting inside the jar, or are they sliding on each other inside the jar and you want to freeze them? Can you please describe it for me - how it looks like?
Yeah the cube keep sliding inside the jar. I wanna know if that possible to make it stop sliding 😅
@@muhammadhanis3366 Yes, it's possible to stop that sliding. First, increase the friction values for those cubes so that they don't slide too much. Even then, if you see that they do not come to complete rest, you can force them to stop by reducing the simulation speed to zero at a point where you want them to stop. We have discussed this technique in this tutorial 👉 ua-cam.com/video/dzOmwXjkdIc/v-deo.html Please check it and apply the same for your project. If any questions, please feel free to ask.
Amazing videos! Thanks!!!
Thank you very much.
Hello, thank you a lot for this tutorial. I'm a beginner in Blender physic. I did everything exactly like you, step by step. But when I tried to play animation and let cubes falling down, when the first cube touched the jar, Blender always crashed. I tried it many times with Blender 2.92 even with new Blender 3.0. Please do you have an idea how to solve it?
Hi, did you try to bake the physics once, before running it? Does it bake successfully, but fail while running? Or did you simply run the simulation directly in the viewport? Blender can crash if the RAM is full. I suggest you to bake it, and then run. If it still does not work, kindly send your blend file to us. Our Email ID is given in the About section of this channel. If we can look into it, we'll be able to suggest you the correct solution. Thank you!
3:41 what key you did it?
E for extrude (E Z if the extrude is not happening correctly), move the mouse as needed & click. Then S for resize and move the mouse as needed & then click. Hope this helps.
excellent ❤👌
Thank you so much 💝💝
I appreciate the informative tutorial, however, I've run into a problem. It's quite silly. My objects fly away from the bottle instead of falling into the glass lol. I did do a few things differently though, because my objective is to make these objects appear as seasoning inside a bottle so for the array I used different properties. Do you think that's the issue?
A quick guess, did you set up the bottle's collision shape as Mesh type? Otherwise it won't be considered as hollow and the falling objects will deflect from the top of the bottle.
@@5MinutesBlender Thanks for the prompt response! That doesn't appear to be the issue. I set the bottle and even the label to passive and mesh so I'm not sure where I went wrong.
Then you can send the blend file to us at 5minblender@gmail.com We will check what is missing and get back to you!
You rock! @@5MinutesBlender
Hi how can I convert it to mesh? It doesn't let me and i want it to stay like that, without the animation help
Hi, can you please clarify which one do you want to convert to mesh? Or which part of the tutorial are you referring to? It would help me to understand your question better. Thanks!
I have a question! I want to duplicate this jar and cubes and move them to another location. How to do it?
Amazing videos! Thank you!
...and sorry for my English!
Do you want the new jar and the new cubes just stay like that, as a static model (a jar filled with candies for example) without any animation, OR... do you want the new cubes to fall into the new jar through an animation just like the first jar?
@@5MinutesBlender The new jar and new cubes simply remain as a static model (for example, a jar filled with candy) without any animation!
Thank you very much for your quick reply!
@@ginagin3676Then it's simple. Go to the last frame where you see all cubes settled within the jar. Now select all the cubes and the jar, then go to Object > Rigid Body > Apply Transformation. Then remove the rigid body physics using Object > Rigid Body > Remove. Now these cubes and the jar remain in the final position without any physics. You can copy them and move them just like you do for any other object. We have explained something similar to this in a tutorial 👉 ua-cam.com/video/dzOmwXjkdIc/v-deo.html (toward the end of the tutorial). I hope that helps.
@@5MinutesBlender Cool! Thank You very much :-)))
Thanks
I have followed this tutorial. I will post and tag u on Insta.
Thanks a lot for all this!!
Awesome! Thank you! 💝
GREAT!!!!
7:49 my copy from active is greyed out and I can't click it.
Hi, the option "Copy From Active" is grayed out when the active selection does not have Rigid Body enabled. Probably by mistake your selection has included another object (maybe the light object) and it does not have Rigid Body enabled, and somehow that is your active selection. Please do it again, and pay attention to what you select. If it still does not work, just test with two objects, one having Rigid Body enabled and another one not. This way you can figure out what is missing or what is the source of this issue.
@@5MinutesBlender Thank you. I sorted it out. Thanks for taking the time to reply.
@@salvadormarley Glad to know that you sorted this out! Cheers!
Can you do a video where you pour from one object into another? That’s be very appreciated! ❤
Pour rigid body objects or pour liquid? Something like this 👉 ua-cam.com/video/iYxqdPNLr2g/v-deo.html ?
@@5MinutesBlender Yes sir, Liquid, but maybe this tutorial can apply to both? I’m not sure. But, If not, can you please make a tutorial, that’d be wonderful!
@@Floralflowershops Yep, we are planning to create a tutorial on both actually 😊
This does not work in blender verison 3.6.0
I followed the tutorial, did the same steps, but the cubes are not falling in to the jar instead they are scattering around everywhere! what could be the isusse?
No change as such in 3.6, rigid body physics is the same. The cubes are probably colliding with the "upper surface" (imaginary) of the jar. The jar has to be treated as a hollow object. So you need to change its collision shape to Mesh type. If doing that does not solve the issue, play the animation frame by frame and observe minutely where the cubes exactly get deflected from. If they are deflecting from the surface of the jar, even though you have set the collision shape to Mesh, it means the old cache is still staying on your file. Clear the cache (sometimes it needs a manual cleaning of the cache files, but this is rare), then bake the physics thoroughly. If this still does not solve the issues, kindly send your blend file to 5minblender@gmail.com and we'll find out what the issue is. Thanks for watching our video!
We can easly join many object with "ctrl+J" shortcut. And for separate just using "p" Shorcut
Yes, ctrl+J is very handy. I would like to mention that ctrl+J works fine as long as the objects we want to join are separate parts. But if they have some overlap, ctrl+J does not take care of the internal topology very well in the overlapping section. This can cause many issues later if you try to use bevel, or if you cut a hole through it etc. The boolean modifier works better in case we want to join such overlapping parts.
Good night sir I will re watch it tomorrow
Good night!
厉害
Thank you 😊💝💝
very nice tutorial + subscribed
how to add number on cube e.g 1 2 3 4 5
Thanks. You need to add a text object with the numbers as text, then use a boolean modifier on the cube to carve that text on the cube. The following tutorial can help 👉 ua-cam.com/video/1aUWip4DSQo/v-deo.html
i tried to do this with coins falling into a jar... but once they get in the jar, some of them are going through the jar outside just spinning.....
also the coins aren't falling in, just keep spinning...
Hi molly, do you mean the coins are getting into the jar, reaching the bottom and then somehow coming out, or do you mean that the coins are not getting in, they are spinning above the jar opening and not going inside? In the later case, please change the Shape field of the jar to Mesh type, in the Rigid Body section, and let us know the result. You need to use Mesh type for any hollow/ concave object. Please remember to clear the cache so that the changes take effect. All the best!
@@5MinutesBlender mm yes no i do not mean the second thing you explained. it is set to mesh object and they do get in the jar fine. however, once in, some are randomly spawning outside, which is kinda frustrating. i think i will try to make a simple object one and then just swap out the objects for what i want and see if this changes anything. perhaps bc the objects are too small and i need to fiddle with settings.
@@_pinkangels Okay, I can give you some hint about what can cause that behavior. In case the coins overlap with the wall of the jar while spinning, the rigid body calculation will make them throw away. I would ask, how are you spinning the coins? If you are spinning them manually, by changing their rotation values, then it might happen that they just intersect (maybe even very slightly) with the jar. This is just a possibility. If I get to see your blend file, I can surely investigate further on this. Should you need to contact us with the blend file, you can get our email ID from the About section of this channel. All the best.
This is literally impossible to do with cloth :( wanted to make some balls going into a bag which stretched as more went in, but rip
A rigid-body container won't work in that case. Maybe you can try with a cloth physics to create the sack. It should work.
1 default cube .saved!!!
You may need to change your user name: 11 minute Blender.
Ha Ha 😂😂 Few of them do have longer duration, but if you take the average, we are not bad 😉
@@5MinutesBlender I was just kidding. I like your videos.
@@DataJuggler Thank you bro 💝💝
I tried doing something like this in 2.7 and stuff were breaking through the glass container lol
Yes, it can happen. If you try to manipulate the movement of the cubes, it might happen that they intersect with the glass bowl. If they intersect even slightly, Blender engine will throw them off since that is an abnormal condition. Even without any manipulation, it can happen if the object is too small. The simulation algo works in steps. The accuracy of this algo depends on the number of steps and iteration. You can fix the abnormality by increasing the number of steps and the number of iterations, found under the Rigid Body World in the Scene tab. Higher values in these two fields (you may need to go above 100 or 200) will result in better accuracy, but it will take much longer time to bake. All the best!
My objects keep smashing through the jar. Some get retained, but a lot just act like neutrinos and don't give af about the jar being in their way. Even surrounding it with another passive object, reducing their bounciness and weight won't stop this behaviour.
Hm... changing the shape from box to convex fixed the problem for me. Not sure why, but I'll accept it as it is 😅
Wow, good to know that you figured it out and solved it 👍
Now, tell me why u frkn apply every single mod and how am i supposed to work with my 20 millions polygon file after we re making real all objects?
First, apply the modifiers for only one object. Then link the object data (Object Menu > Link/Transfer Data > Link Object Data) for all those objects with the first object so that they share a single copy and the file size does not become huge. Finally, you can remove all the modifiers for them. This way you can have a small file with everything intact. The reasons we are applying the modifiers is to ensure no glitches in the rigid body physics. But you can definitely try without applying the modifiers and if it works for your composition, it is fine.
Good tutorial, but... did you put a shitty filter over text-to-speech audio so it would sound kinda-sorta like a real person talking into a micropohone? Because it didn't work.
Thanks for liking. No, we did not use any filter.
lovely.
Thank you 💝💝
This tutorial is fantastic -- one of the best!!! You clearly show everything you're doing. I tried your procedure with some objects I made myself, and it worked, but the texture was not applied properly. Can you tell me how to fix it? Here's the original texture on one object: imgur.com/woBzd6m . And here's the texture as rendered on my objects in a bowl: imgur.com/hM52614
Glad to know that you liked the tutorial. I looked into the two image files you sent. My first curiosity is, whatever maybe causing the change in the object's texture inside the bowl, not all objects are inside the bowl. Few of them are technically above it. I mean, for few of the top ones, the light ray is not passing through the bowl before it reaches our eyes (Blender actually works in the reverse way, but the physics involved is similar). So, is it really the bowl which is causing this issue, or is there another factor? To test it, can you just hide the bowl and render this scene? If that resolves the issue, then we can be sure that the bowl is the culprit. Otherwise we have to look into other things. And in case it is the bowl, although I cannot suggest without looking into your blend file, but I can make some guess. Probably you have used some transparency for this object's shader. And then the bowl definitely has a transparency. When one transparent or semi-transparent object is contained within another, we have to use Alpha Blend in the blend option. Please check the Blend Mode and Shadow Mode for the bowl as well as your object material and play with those settings. If none of them works, I would request you to kindly share a blend file with us, so that we can look into the details and come up with more meaningful suggestion. Cheers!
@@5MinutesBlender Thank you so much for your detailed answer! I am just a beginner (as you can tell!) and I just didn't know whether this was an easy question or a more involved one. I changed the blend mode and shadow mode, and that fixed the problem. Thank you again!
Glad to know that the issue was resolved. Cheers! and by the way, that texture material that you have made, looks really awesome 👍
thank you so much