Learn Rigid Body Physics in Blender | All Settings Explained With Examples | Blender Eevee & Cycles

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  • Опубліковано 3 жов 2024

КОМЕНТАРІ • 144

  • @5MinutesBlender
    @5MinutesBlender  2 роки тому +5

    𝐃𝐞𝐬𝐭𝐫𝐨𝐲 𝐚𝐧𝐲𝐭𝐡𝐢𝐧𝐠 𝐢𝐧 𝐁𝐥𝐞𝐧𝐝𝐞𝐫 𝐰𝐢𝐭𝐡 𝐑𝐢𝐠𝐢𝐝 𝐁𝐨𝐝𝐲 👉 ua-cam.com/video/PIUEP0HkzDE/v-deo.html

  • @CartoonMsh
    @CartoonMsh Рік тому +5

    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 UA-cam 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
      @5MinutesBlender  Рік тому +1

      Bro, thank you so so much 💖💖💖 You really made my day 😊 I wish you all the very best in learning Blender!

  • @neerajnegi8747
    @neerajnegi8747 2 роки тому +3

    This is pure gold stuff... I was searching for a long time thnx man

  • @Kobenpalembang
    @Kobenpalembang 2 роки тому +2

    i love voice this tutorial... make me feel like in Vault tech 😍

  • @LifeLess1999
    @LifeLess1999 Рік тому +1

    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

  • @irhas7496
    @irhas7496 2 роки тому +5

    this is what i was looking for, thanks for the tutorial.

  • @JohnMirro
    @JohnMirro 2 роки тому +4

    Thanks, you solved some significant problems in my simulations.

  • @SwethaRani697
    @SwethaRani697 10 місяців тому +1

    Please post all the physics animation videos like this its helps me a lot thank you so much 😊

    • @5MinutesBlender
      @5MinutesBlender  10 місяців тому

      I'm glad to know that it was helpful for you 💝💝💝

  • @preetamsthings4189
    @preetamsthings4189 3 роки тому +2

    Awesome job sir
    Right now I am following each and every single steps from this video

    • @5MinutesBlender
      @5MinutesBlender  3 роки тому +2

      Glad to know it was helpful for you. Cheers!

    • @preetamsthings4189
      @preetamsthings4189 3 роки тому +2

      @@5MinutesBlender it definitely is.
      Thanks allot sir
      I didn't like physics much in my college days
      But I am feeling like lovin'physics

  • @hungrysquishybrain
    @hungrysquishybrain 11 місяців тому +2

    You have a wonderful voice. Thank you! 😅

  • @BlenderFan
    @BlenderFan 3 роки тому +3

    Thanks for showing this very helpful tutorial and happy blending with blender.

    • @5MinutesBlender
      @5MinutesBlender  3 роки тому

      My pleasure 😊 And I too wish you a great success in Blender!

  • @mohammedfawzi9144
    @mohammedfawzi9144 2 роки тому +1

    Thank you for this video. So rich in information yet easy to understand. I appreciate the effort you put in it.

    • @5MinutesBlender
      @5MinutesBlender  2 роки тому +1

      Thank you too! I'm glad you found it useful. Cheers!

  • @supergather
    @supergather 5 місяців тому +1

    Very good explanation. Thank you!

  • @Earthtrendstv
    @Earthtrendstv 2 роки тому +1

    You are simply the best

    • @5MinutesBlender
      @5MinutesBlender  2 роки тому

      Thank you Sir for your appreciations! 💝💝

  • @lzfer3
    @lzfer3 3 роки тому +3

    this tutorial helped me a lot thanks so much!

  • @colourbrains_srinivasb
    @colourbrains_srinivasb 2 роки тому +1

    good explanation with more information...Thank you sir

  • @Robert-qg9fn
    @Robert-qg9fn Рік тому +1

    really good video, you make a great job in explaining, thanks from germany

    • @5MinutesBlender
      @5MinutesBlender  Рік тому

      Glad it was helpful! 😊 Your comment was very inspiring 💝💝

  • @irfaneali
    @irfaneali Рік тому +1

    You're Awesome man!!! ❤

  • @dhamiclassesphysics
    @dhamiclassesphysics 2 роки тому +1

    How nicely you explain. Love u really..

  • @marinamaievska700
    @marinamaievska700 2 роки тому +1

    thank you. exactly what I was looking for

  • @InternetGeezer
    @InternetGeezer 3 роки тому +1

    @3:30 : Thank you!

  • @ardumaniak
    @ardumaniak 2 роки тому +1

    You helped me. Thanks!

  • @fullmasti4972
    @fullmasti4972 2 роки тому +1

    Thankyou

  • @sl4ught8r85
    @sl4ught8r85 3 роки тому +1

    really helpful video👍

  • @screamyquack6726
    @screamyquack6726 2 роки тому +1

    Thank you! This helped alot.

  • @satain2609
    @satain2609 3 роки тому +1

    ขอบคุณครับ thank you so much

  • @PopCapMusicTrending
    @PopCapMusicTrending Рік тому +1

    Thank you.

  • @adiislive8561
    @adiislive8561 Рік тому +1

    very good

  • @DonaldDrennan
    @DonaldDrennan Місяць тому +1

    Thanks! This is a great tutorial. It explains a lot of things other tutorials don't.
    I am trying to do a fairly simple exercise, a pill bottle, with pills inside, and a lid that comes off, falling onto a surface. I can't find any tutorials that explain how to do that. My pills aren't staying inside the bottle, and my bottle sometimes shoots off like a rocket for some reason. I can't figure out why it would do that. It should just sit there, because nothing is happening yet. Could you explain Sensitivity? The default value is much larger than my object. I want it to be the same size as my objects, which are real world sizes. Also, what is compound parenting? Blender says I can't parent a Rigid Body to another Rigid Body.
    Thanks!

    • @5MinutesBlender
      @5MinutesBlender  Місяць тому

      You may want to watch this tutorial ua-cam.com/video/iYxqdPNLr2g/v-deo.html (the tutorial comes in the second half of that video, wait for it).... it is not exactly same as yours but it is close to that. Now coming to your question, please note that Blender's physics is not accurate, it is only an approximation of the ideal physics. So there is always a small error of what it should be and what it actually is. The position of a ball is not 100% accurate when it goes through physics movement. This difference is usually negligible, except in one case where - due to such a small error - one object overlaps with another object. At that moment it will shoot off because this is an impossible scenario for perfectly rigid bodies. You can however increase the accuracy to reduce such errors (and hence the probability of a wrong physics). Under rigid body world, you'll see two fields - Substeps and Solver Iterations. Increase them to say 50 or even 200 for far more accurate physics movement. This will greatly increase the baking time but it is worth the wait. Sensitivity and other things are not so important, they are not so perfect outside the default values. I did tweak these properties sometimes to achieve some specific effects, but they are not so important. Just to explain, sensitivity means how close an object can come to another object before Blender considers it as an overlap.

    • @DonaldDrennan
      @DonaldDrennan Місяць тому

      @5MinutesBlender nice technique, but how does that relate to my questions?
      I would like to know how to keep the balls inside the container. I always have trouble with them "leaking" through the walls of the container, even though the walls are solid. I've tried subdividing the container more, but that has no effect. What settings need to be adjusted? Thanks!

    • @5MinutesBlender
      @5MinutesBlender  Місяць тому

      I have answered it. The reason behind leaking is caused by approximation error, and to reduce this cause you can use a higher value for substeps & iterations.

  • @aashahgaming3535
    @aashahgaming3535 2 роки тому

    your great i really really like this video

  • @Get3D902
    @Get3D902 3 роки тому +3

    Please make character group lip sync in blender can u make it ?

    • @5MinutesBlender
      @5MinutesBlender  3 роки тому

      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.

  • @daudkhawarizmi
    @daudkhawarizmi 3 роки тому +1

    great tutorial, !

  • @jabstunt
    @jabstunt 2 роки тому +1

    thank you so much

  • @dileeshaabilash5562
    @dileeshaabilash5562 2 роки тому +1

    awsm bro keep it up

  • @willardmullard3211
    @willardmullard3211 Місяць тому +1

    10:16 So I have a problem I have a tub like in the video but when I use mesh it is still not able to fully go into the tub.

    • @5MinutesBlender
      @5MinutesBlender  Місяць тому

      It should. Please check if it is a cache issue i.e. the rigid body cache is not cleared and it is still using the old data. To be sure enough, delete the rigid body world in the scene tab and again enable the rigid body physics for your objects. Please let me know if this does not fix the issues.

  • @dharankalai
    @dharankalai Рік тому +1

    Will you post architectural home interior walkthrough or virtual home tour in blender if possible

    • @5MinutesBlender
      @5MinutesBlender  Рік тому

      Yes, we will plan for this. Thanks for the tutorial suggestion 😊

    • @dharankalai
      @dharankalai Рік тому +1

      @@5MinutesBlender Thank u sir

  • @SquishyMelon420
    @SquishyMelon420 Рік тому +1

    "For example, if you have one object with many children attached to it"
    That line worried me for a second

  • @Aripitime
    @Aripitime 3 роки тому +1

    Nice..!

  • @omerkoc8100
    @omerkoc8100 Рік тому

    My object is passing through the selected passive, what should I do
    ?

    • @5MinutesBlender
      @5MinutesBlender  Рік тому

      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.

  • @vishalmehra794
    @vishalmehra794 Рік тому +1

    Is it possible to do this for 2d as well??

    • @5MinutesBlender
      @5MinutesBlender  Рік тому

      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.

  • @karabomatheere1478
    @karabomatheere1478 2 роки тому +1

    Im gonna watch this video for the rest of my life

  • @BrandonBloxBB
    @BrandonBloxBB 10 місяців тому +1

    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
      @5MinutesBlender  10 місяців тому

      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
      @BrandonBloxBB 10 місяців тому

      @@5MinutesBlender I actually figured that out from a google search haha. But I do have one more problem to solve with the animation and that’s 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
      @BrandonBloxBB 10 місяців тому

      @@5MinutesBlender I actually figured that out from a google search haha. But I do have one more problem to solve with the animation and that’s 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
      @BrandonBloxBB 10 місяців тому

      @@5MinutesBlender I actually figured that out from a google search haha. But I do have one more problem to solve with the animation and that’s 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
      @5MinutesBlender  10 місяців тому

      @@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.

  • @OldeDog_NewTricks
    @OldeDog_NewTricks 2 роки тому +1

    Nice content, but wish you didn't move your mouse around so manically.

    • @5MinutesBlender
      @5MinutesBlender  2 роки тому +1

      Ah I see 😶 Will keep it in mind for future tutorials. Thank you bro!

  • @MAKEeverything12
    @MAKEeverything12 Рік тому

    Help me when I make flag ,after 240 frame freeze I can’t I need 20000 frame ?

    • @5MinutesBlender
      @5MinutesBlender  Рік тому

      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.

  • @elainesum12
    @elainesum12 8 місяців тому +1

    13:11

  • @COOLACADEMYFORPHYSICSANDMATH
    @COOLACADEMYFORPHYSICSANDMATH 2 роки тому

    "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
      @5MinutesBlender  2 роки тому +1

      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
      @COOLACADEMYFORPHYSICSANDMATH 2 роки тому +1

      @@5MinutesBlender Thanks Jeet bro, you are genius🙏, hats off

  • @5MinutesBlender
    @5MinutesBlender  2 роки тому

    𝐑𝐢𝐠𝐢𝐝 𝐁𝐨𝐝𝐲 𝐂𝐨𝐧𝐬𝐭𝐫𝐚𝐢𝐧𝐭𝐬 (𝐰𝐢𝐭𝐡 𝐞𝐱𝐚𝐦𝐩𝐥𝐞𝐬) 👉 ua-cam.com/video/YW_6WqFiAIw/v-deo.html

  • @prasunbanerjee284
    @prasunbanerjee284 2 роки тому +1

    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
      @5MinutesBlender  2 роки тому

      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 👉 ua-cam.com/video/KGIga-pruGQ/v-deo.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!

  • @TheThouZands
    @TheThouZands 3 роки тому +2

    i just watched a 30 seconds unskippable ad, it better have given you 1 dollar or else..

    • @5MinutesBlender
      @5MinutesBlender  3 роки тому

      Really glad to know that you visited our channel 💝 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 🙂 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 🙂 Cheers!

  • @yuii2493
    @yuii2493 3 роки тому

    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
      @5MinutesBlender  3 роки тому

      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!

  • @lgtv915
    @lgtv915 2 роки тому +1

    💐💐💐

  • @savannahrockett2464
    @savannahrockett2464 2 роки тому

    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
      @5MinutesBlender  2 роки тому

      That's strange 🤔 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
      @savannahrockett2464 2 роки тому

      @@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.

  • @g0fher
    @g0fher 2 роки тому +1

    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
      @5MinutesBlender  2 роки тому +1

      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
      @g0fher 2 роки тому +1

      ​@@5MinutesBlenderYea! Thank's a lot man, that's work!​

    • @5MinutesBlender
      @5MinutesBlender  2 роки тому

      @@g0fher Glad to know that it worked!

  • @COOLACADEMYFORPHYSICSANDMATH
    @COOLACADEMYFORPHYSICSANDMATH 2 роки тому

    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
      @5MinutesBlender  2 роки тому +1

      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
      @COOLACADEMYFORPHYSICSANDMATH 2 роки тому

      @@5MinutesBlender Thanks bro, i understood object should not overlap or intersect before play button. Now again problem arises😉, 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 trouble🙏

    • @5MinutesBlender
      @5MinutesBlender  2 роки тому

      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 👍

    • @COOLACADEMYFORPHYSICSANDMATH
      @COOLACADEMYFORPHYSICSANDMATH 2 роки тому +1

      @@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.😊, 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
      @5MinutesBlender  2 роки тому

      @@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.

  • @Earthtrendstv
    @Earthtrendstv 2 роки тому

    I watched this one but I just wanted to see how it's aligned to the Map

    • @5MinutesBlender
      @5MinutesBlender  2 роки тому +1

      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
      @Earthtrendstv 2 роки тому +1

      @@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

  • @jesperjee
    @jesperjee 3 роки тому

    My active objects somehow stays a little bit above the plane. Why is this?

    • @5MinutesBlender
      @5MinutesBlender  3 роки тому

      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
      @jesperjee 3 роки тому

      @@5MinutesBlender Thank you! But isn´t that always on? I haven´t seen that option. I will re do the thing and see if I can find it.

    • @5MinutesBlender
      @5MinutesBlender  3 роки тому

      @@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
      @jesperjee 3 роки тому

      @@5MinutesBlender I made a pill and used "capsule" as the shape.

    • @5MinutesBlender
      @5MinutesBlender  3 роки тому

      @@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.

  • @3DBlender_Training
    @3DBlender_Training 3 роки тому

    The Next video was deleted. Can you check pls!

    • @5MinutesBlender
      @5MinutesBlender  3 роки тому

      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 👉 ua-cam.com/video/KGIga-pruGQ/v-deo.html So little clueless which video you meant bro 🤔

    • @3DBlender_Training
      @3DBlender_Training 3 роки тому

      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
      @5MinutesBlender  3 роки тому +1

      @@3DBlender_Training Now I get it. Thank you so much for pointing it out. We will re-upload it soon.

  • @joeabstractjoe
    @joeabstractjoe 2 роки тому

    👏🏆👏💯

  • @patrickfaas2329
    @patrickfaas2329 2 роки тому

    Sounds like a robot talking.

  • @PaulSmithVPS
    @PaulSmithVPS 2 роки тому +1

    Get a human to read the script. These computer voices are lame. Good content otherwise, but I can't upvote it.

    • @5MinutesBlender
      @5MinutesBlender  2 роки тому

      I can understand. Thanks a lot for your honest feedback 👍

  • @MarkCliffeIsGay
    @MarkCliffeIsGay 11 місяців тому +1

    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
      @5MinutesBlender  11 місяців тому +1

      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).

  • @Sixstring65adgmail
    @Sixstring65adgmail Рік тому +1

    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
      @5MinutesBlender  Рік тому +1

      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
      @Sixstring65adgmail Рік тому

      @@5MinutesBlender Thx for the reply! Do you have the link for that tutorial on the starting point?

    • @5MinutesBlender
      @5MinutesBlender  Рік тому

      @@Sixstring65adgmail Here you go 👉 ua-cam.com/video/dzOmwXjkdIc/v-deo.html It has got several topics, the one you need is discussed in the later part of the video.