How To Make Rigid Body Chains Stable In Blender

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  • Опубликовано: 23 авг 2024
  • In this Blender tutorial, I show you how to create a very stable rigid body chain in blender that bakes very fast.
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Комментарии • 33

  • @Max_Cypher
    @Max_Cypher 23 дня назад +1

    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. 👍👍

  • @arcangeel4828
    @arcangeel4828 6 месяцев назад

    dude this is best channel for rigid body! thank you so much, ur videos are gold!🤯🤯🤯

  • @delbertruperman
    @delbertruperman Год назад

    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!

    • @BlenderRookie
      @BlenderRookie  Год назад

      You are welcome and thanks for the compliment.

  • @baelsoft
    @baelsoft 9 месяцев назад +1

    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!!

    • @BlenderRookie
      @BlenderRookie  9 месяцев назад +1

      I essentially used that same method here i.ibb.co/GsfDnQf/ezgif-5-ff2464821d.gif

    • @baelsoft
      @baelsoft 9 месяцев назад

      @@BlenderRookie wow!!! Yep!! I got something working!! dude you are a genuis!!! thank you so much for making this video.

  • @Nerd-we2pz
    @Nerd-we2pz 4 месяца назад

    This help me soooooo much thanks

    • @BlenderRookie
      @BlenderRookie  4 месяца назад

      You are welcome. Glad it was helpful.

  • @endorphin331
    @endorphin331 9 месяцев назад

    thanx 🙏🙏

  • @hectorwir
    @hectorwir 2 месяца назад

    thx mr beast

    • @BlenderRookie
      @BlenderRookie  2 месяца назад

      LOL I wish I had his views for a month. I'd retire.

  • @jojolafrite90
    @jojolafrite90 8 месяцев назад

    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.

    • @BlenderRookie
      @BlenderRookie  8 месяцев назад

      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

  • @M.L.M.
    @M.L.M. Год назад

    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.

    • @BlenderRookie
      @BlenderRookie  Год назад +1

      You can select all the constraints and then press "H" on the keyboard to hide them. Then press alt H to unhide them..

    • @M.L.M.
      @M.L.M. Год назад

      @@BlenderRookie thanks! I should have known that.😂

    • @BlenderRookie
      @BlenderRookie  Год назад

      @@M.L.M. You are welcome. Yeah, often it's the simple things that escape us.

  • @megaloden1601
    @megaloden1601 6 месяцев назад

    hey man great vid, but do you happen to know a way to intentionally break the chains after simulating and animating?

    • @BlenderRookie
      @BlenderRookie  6 месяцев назад +1

      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.

    • @megaloden1601
      @megaloden1601 6 месяцев назад

      @BlenderRookie nice thanks, will try

  • @ylyaskerimov5729
    @ylyaskerimov5729 9 дней назад

    can we parent in the end chain for my chacters hand?

    • @BlenderRookie
      @BlenderRookie  7 дней назад

      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.

  • @ParaparapartyParrot
    @ParaparapartyParrot 26 дней назад

    Hm, I'm not getting these hinge controls, nothing happened.

    • @BlenderRookie
      @BlenderRookie  26 дней назад

      Give me a timestamp in the video so I can more quickly understand.

    • @ParaparapartyParrot
      @ParaparapartyParrot 26 дней назад

      @@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?

    • @BlenderRookie
      @BlenderRookie  26 дней назад +1

      @@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.

    • @ParaparapartyParrot
      @ParaparapartyParrot 26 дней назад

      Okay, figured it out, I had to set origin to geometry, I messed up with Ctrl + A, apply all transformations, I guess

    • @BlenderRookie
      @BlenderRookie  26 дней назад

      @@ParaparapartyParrot It's almost always the little things that get us confused. I;m glad you were able to figure it out.