first guy I found who does the tutorial at real world scale, addresses the scale problem clearly, AND actually offers a working solution to the small scale short comings of blender physics. 👍👍
Amazing, Thank You so much for sharing. Your tutorials are very clear and easy to understand. You explain why as well as how to do things, I always learn so much from them!
I don't know. I have never worked in any game engine environment. But I imagine the physics engine in games are much less precise and as a result, couldn't handle something like this without lagging. But again, I just don't know.
@@jerrystokes7080 You build the chain the same way as in the chain tutorial and you roll it onto the winch the same way as the winch video. The biggest difference is the chain uses hinge constraints and the rope uses point constraints.
The chain breaking would be part of the animation, especially when you are talking about physics based animation. You however can use keyframes to trigger a break when and where you want it. As an example, each of the links in this chain are held together with a constraint. You can make a constraint breakable. You can keyframe the breakability in constraint settings.
Ah, yes, I did discover the exact same trick years ago, by myself, actually, after many tests and tries (I even made another animation that I think was very, physically correct, especially for what i knew at the time, with rigid body constrained chain mail in 2 rapidly rotating gears, one training the other). When I was learning blender, I was trying to do a long chain with a wrecking ball to destroy a wall fractured and the fractured bits constrained for added realism (some rare addons let you add such constraints in one click which would be impossible without it). But sadly I think the physics isn't as realist as with the rare animations that did work at the time somehow (lots of patience, and sacrifices, I suppose, don't really remember) and that used no tricks with the hinge constraints. PS: I retried this with a really long chain and this method, and it still works (relatively), but I had to add and edit every last one of the contraints between the mails of the chain, and it won't be as realist as I would like it to be... Maybe I should try something with the method of using a cloth physics for the chain, it looked good in tests (you can even edit the weight of an individual vertex), but I have no idea how to make the chain itself mimic the movements of the vertices of the cloth "rope". Anyway, thanks for the tutorial.
I was able to get chainmail work a few times if I made the links atrociously large, which of course made the simulation seem really slow due to the scale. But it didn't need any constraints. ruclips.net/video/gZXbIqnO5YM/видео.html
The same way. Do the chain part first and then once the chain links are connected, add the pendant to the swinging end. Select both the pendant and the last link and connect as I showed in the video. Just make sure the pendant is also a rigid body.
11:37 when I play the animation then I face crash issue in blender... any fixes then please tell me... I have ryzen 5 5600x and rtx 3060 (12 gb vram) and 16 gb ram.
The first thing I would check would be to make sure the rigid body constraints are set to disable collision. i.ibb.co/9VqJ4TG/Screenshot-2024-09-27-101047.png The 2nd thing I would do is to try setting the chain links to convex hull. While the chain links must be set to mesh if constraints are not being used, setting them to mesh while using constraints can sometimes cause instability. Other than not having enough system memory which is very unlikely, I can't really think of anything else. Wait, try this last if the other things don't fix the issue. Select everything and press ctrl A and apply the scale. That likely isn't the issue but who knows.
@@BlenderRookie At 9:10 you selected Rigid body -> connect and then get these hinge constraints on the chains. Now I see that they appeared (they were totally displaced so I didnt see them), however I have 4 chains and only got two constraints, some are still missing I guess, can I also add them manually under physics -> rigid body constraints? Would that be the same?
@@ParaparapartyParrot Sounds like somewhere along the lines you created chain links with their origin points in weird locations or you forgot the chain by distance setting. Also, if you have multiple chains(not links) each chain will have to be setup separately. My guess is you skipped a small step somewhere. So go back to about 1:30 and go through it slower. I will tell you the origin points are important when it come to rigid bodies. It should pretty much always be in the center of mass. for each rigid body object. Another thing you might have done wrong is duplicated the links while in edit mode instead of being out of edit mode when duplicating the links.
first guy I found who does the tutorial at real world scale, addresses the scale problem clearly, AND actually offers a working solution to the small scale short comings of blender physics. 👍👍
Thanks.
Thank you man , you did a great job with this tutorial .
You are welcome and thank you.
This is awesome. Been trying to figure out how to simulate a bike chain and im going to try this method later. Might be exactly what i need!!
I essentially used that same method here i.ibb.co/GsfDnQf/ezgif-5-ff2464821d.gif
@@BlenderRookie wow!!! Yep!! I got something working!! dude you are a genuis!!! thank you so much for making this video.
dude this is best channel for rigid body! thank you so much, ur videos are gold!🤯🤯🤯
Thanks.
It's really good. Thank You!
You are welcome.
Amazing, Thank You so much for sharing. Your tutorials are very clear and easy to understand. You explain why as well as how to do things, I always learn so much from them!
You are welcome and thanks for the compliment.
This help me soooooo much thanks
You are welcome. Glad it was helpful.
thanx 🙏🙏
You are welcome.
Awesome video! Do you know if you can turn the constraint display off? The X, Y, Z, and the lines are going to drive me crazy.
You can select all the constraints and then press "H" on the keyboard to hide them. Then press alt H to unhide them..
@@BlenderRookie thanks! I should have known that.😂
@@M.L.M. You are welcome. Yeah, often it's the simple things that escape us.
can this be used in a game like GTAV if i was to connect this chain to a car for gaming sakes? thanks for the video
I don't know. I have never worked in any game engine environment. But I imagine the physics engine in games are much less precise and as a result, couldn't handle something like this without lagging. But again, I just don't know.
Hi BR, I am curious, would it be possible to combine your chain method and the winch you show in other videos?
As in roll a chain onto a winch?
@BlenderRookie yup.. instead of the rope.
@@jerrystokes7080 You build the chain the same way as in the chain tutorial and you roll it onto the winch the same way as the winch video. The biggest difference is the chain uses hinge constraints and the rope uses point constraints.
hey man great vid, but do you happen to know a way to intentionally break the chains after simulating and animating?
The chain breaking would be part of the animation, especially when you are talking about physics based animation. You however can use keyframes to trigger a break when and where you want it.
As an example, each of the links in this chain are held together with a constraint. You can make a constraint breakable. You can keyframe the breakability in constraint settings.
@BlenderRookie nice thanks, will try
Ah, yes, I did discover the exact same trick years ago, by myself, actually, after many tests and tries (I even made another animation that I think was very, physically correct, especially for what i knew at the time, with rigid body constrained chain mail in 2 rapidly rotating gears, one training the other). When I was learning blender, I was trying to do a long chain with a wrecking ball to destroy a wall fractured and the fractured bits constrained for added realism (some rare addons let you add such constraints in one click which would be impossible without it). But sadly I think the physics isn't as realist as with the rare animations that did work at the time somehow (lots of patience, and sacrifices, I suppose, don't really remember) and that used no tricks with the hinge constraints.
PS: I retried this with a really long chain and this method, and it still works (relatively), but I had to add and edit every last one of the contraints between the mails of the chain, and it won't be as realist as I would like it to be... Maybe I should try something with the method of using a cloth physics for the chain, it looked good in tests (you can even edit the weight of an individual vertex), but I have no idea how to make the chain itself mimic the movements of the vertices of the cloth "rope".
Anyway, thanks for the tutorial.
I was able to get chainmail work a few times if I made the links atrociously large, which of course made the simulation seem really slow due to the scale. But it didn't need any constraints. ruclips.net/video/gZXbIqnO5YM/видео.html
Hello, how do you do the same thing with a pendant that swings without coming off and falling ?
The same way. Do the chain part first and then once the chain links are connected, add the pendant to the swinging end. Select both the pendant and the last link and connect as I showed in the video. Just make sure the pendant is also a rigid body.
thx mr beast
LOL I wish I had his views for a month. I'd retire.
11:37 when I play the animation then I face crash issue in blender...
any fixes then please tell me...
I have ryzen 5 5600x and rtx 3060 (12 gb vram) and 16 gb ram.
The first thing I would check would be to make sure the rigid body constraints are set to disable collision. i.ibb.co/9VqJ4TG/Screenshot-2024-09-27-101047.png
The 2nd thing I would do is to try setting the chain links to convex hull. While the chain links must be set to mesh if constraints are not being used, setting them to mesh while using constraints can sometimes cause instability.
Other than not having enough system memory which is very unlikely, I can't really think of anything else. Wait, try this last if the other things don't fix the issue. Select everything and press ctrl A and apply the scale. That likely isn't the issue but who knows.
can we parent in the end chain for my chacters hand?
I think you can but it might have to be I think it's called compound parented. I will have to check when I get back in front of my PC.
Hm, I'm not getting these hinge controls, nothing happened.
Give me a timestamp in the video so I can more quickly understand.
@@BlenderRookie At 9:10 you selected Rigid body -> connect and then get these hinge constraints on the chains. Now I see that they appeared (they were totally displaced so I didnt see them), however I have 4 chains and only got two constraints, some are still missing I guess, can I also add them manually under physics -> rigid body constraints? Would that be the same?
@@ParaparapartyParrot Sounds like somewhere along the lines you created chain links with their origin points in weird locations or you forgot the chain by distance setting. Also, if you have multiple chains(not links) each chain will have to be setup separately. My guess is you skipped a small step somewhere. So go back to about 1:30 and go through it slower. I will tell you the origin points are important when it come to rigid bodies. It should pretty much always be in the center of mass. for each rigid body object.
Another thing you might have done wrong is duplicated the links while in edit mode instead of being out of edit mode when duplicating the links.
Okay, figured it out, I had to set origin to geometry, I messed up with Ctrl + A, apply all transformations, I guess
@@ParaparapartyParrot It's almost always the little things that get us confused. I;m glad you were able to figure it out.