We have spheres, we need to create a collider.
For example, big polygon.
Going to said collider body select our spheres simulation.
Somebody, I use polygon collider because if we use these bending geometry,
it will be more hardly to calculate in simulate.
That's why I use polygon.
I hide it.
And we have proper dynamic simulation.
We can extend it.
And when it tried to restore the shape,
we see that our pyramid start to fall to the side.
And we don't need this,
we need just up and down.
Let me extend the size of our polygon.
I will use tube.
With higher auto radios.
Maybe 10120 is inner and pretty high.
To cover our sphere pyramid,
our stack from spheres,
maybe five hundred, eight hundred for sure.
Simulation collider border.
Be sure that shape is said to static mesh for proper dynamical collision, agreed, no.
Collider.
Go into basics, select visible in editor,
visible in render, off,
off, and put our colliders there.
We don't need this in our scene to be visible.
Now, if we start to play,
we'll see that even after restoring of shape,
we don't lose our spheres.
Cause we have this kind of wall that will stick this geometry inside.
We need to go to dynamic expert and maybe extend
this step a frame to ten and maximum solver iteration per step to 20,
because with default settings,
we had our sphere almost intersecting and gathering through our lower flaw.
We don't need this because it will create a lot of problems.
Now, we're going to create our Western shape animation.
Select our three dynamic decks, going to somebody.
And we have two parameters we need to work with.
The first one is deafness will keep it,
may be 0.25, like this.
And pressure, its inner pressure.
When you brief out to balloon, you start to inflate.
And this is effect we want to achieve.
So I lock in 1360 frames,
pressure to 0, and in between,
maybe in 45, I add pressure may be to something like 16.
Let's check what we get.
We have bounds.
And then we'll get our pressure started to walk,
to push them one outside and other.
And then they restore the shape because pressure is falling to 0.
We need to add maybe a stiffness racing. For example, 23.
And I will select this pressure keyframes and move it to 50.
So it's easy for me to navigate.
The left one is for stiffness and the right one is for pressure.
Let's check.
Deforming. Stiffness.
Start to grow.
Pressures start to grow and they are bouncing from each other.
And then going down.
I think we can up by selecting all three dynamic decks.
Pressure, maybe 217, and stiffness maybe to seven.
Let's check.
This one. They grew up.
And jumping effect, we get.
What we have to do with this is going to select all our keyframes,
control scene, control via will as one of the key frame.
Once again, control C,
control V form keyframes.
Everything is great. And now we selecting all of them.
Right-click on stiffness animation, show f curve.
This is our curve of animation.
And we can maybe check it.
We see our curve when animation.
And I would like to add a little bit over and dominance as
select stiffness and move it up, down.
The opposite.
That mere maximize frame,
all frame, all frame O.
And we see that we don't have proper Control-C, Control-V. That strange.
We select our all, our dynamic techs.
Did it. This keyframes.
Select, once again, all of them.
We have 80 elements be selected.
Control-c, Control-V.
Select all this 80 elements.
Now everything is properly copied animation, show track.
If curve, yes, we have a lot of values here.
So select stiffness, up, down,
select up, up a little bit of random,
random like this, like this.
And the same with pressure,
may be a bit higher,
bit lower, a bit higher, bit higher.
Let's check this quash phase.
Then this start blow out bounds one.
And the second phase, stretching,
bouncing once again to the beige shape and stiffness and inflating.
I would like to move these keyframes and much closer to each other,
going to these dynamic text right-click.
And now I go into short track.
And I will create and upset over these keyframes,
maybe few frames. Let's check what we get.
And we have step-by-step inflating.
And this effect, I do like more.
But the first one is the top sphere.
So we reverse their order,
going to dope sheet,
select and rearrange the first and the last one.
Now, I go to mode, project,
dynamic, general, cache, bake, everything is baked.
We see that it takes one megabyte memory,
play, squash bounds, and change the pressure.
And this is the basic emission.
In next video, we'll start to improve this thing.
Two more smoother. One.