In my case the bucket was throwing the ball off the edge of the funnel so I increased the bucket's friction from 0.1 to 0.2. Worked for me. Thanks for this tutorial.
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.
Man, that was back when I was messing with the many versions of Dark Basic, Such as DB, DB Pro, and Dark GDK, before Unity and Unreal Engine was a thing. Would use Nendo and GameSpace to make models from them to use in DB.
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.
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.
@@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.
I'm trying to follow this as closely as possible but for some reason my Blender automatically crashes as soon as I start an animation after setting up the generic spring at the beginning...
i have to bake and check...why u do not need to bake every time u make change...? If i keep ball as convex hull simulation didn't work for me...if i keep as shape as spear it works? also wind strength to 1500 dont work even we change the value of mini fall of distance ....why i have to bake every time and u don't
In my case the bucket was throwing the ball off the edge of the funnel so I increased the bucket's friction from 0.1 to 0.2. Worked for me. Thanks for this tutorial.
I am so thankful to you
Thank you so much!
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.
Man, that was back when I was messing with the many versions of Dark Basic, Such as DB, DB Pro, and Dark GDK, before Unity and Unreal Engine was a thing. Would use Nendo and GameSpace to make models from them to use in DB.
Thank you so much. I really learned a lot. So helpful. Include the blend file saved a lot of time. Instand follow.
Danm, thanks man! I needed this for a progect, and this came right in time!
Thanks bro your my favorite blender channel
This is some great info. Thank you.
Awesome!
Awesome tutorial! Thank you very much for putting this together. Much appreciated, Saved to my Blender Rigid Body Playlist
That was so much fun and so informative. Thank you SO much for making this kind of content, love it!!!
Our latest video brought me here. 😊
I'm following a paid rigging course, but it can't be bad to have other creators' insight on the matter.
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.
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.
@@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.
so cool! Ive been wondering how these animation was made and thank you for giving an answer
Excellent tutorial
Many thanks 👍👍👍
thank you for this tut you are mazing
I'm trying to follow this as closely as possible but for some reason my Blender automatically crashes as soon as I start an animation after setting up the generic spring at the beginning...
I want to know What camera angles?
i have to bake and check...why u do not need to bake every time u make change...? If i keep ball as convex hull simulation didn't work for me...if i keep as shape as spear it works? also wind strength to 1500 dont work even we change the value of mini fall of distance ....why i have to bake every time and u don't
why i used a nother nummbers to work with me.........i followed y step by step........i used 1400 for max distance for the wind but u use0 .500