- [Instructor] In our last video
on Becoming a Blender Physicist we're going to look
at rigid body physics, now rigid body physics
is really all the other things you can imagine
that physics can do.
It lets you create springs, it lets you create hinges,
it lets you simulate things connecting together
like chains and in this video, we're going to do all of those.
Now to start, we want to have some real estate,
so let's get rid of this light and this cube,
and just hit X to delete, Shift + A for a plane
and we're going to make it kind of big.
That looks good, let's click on physics here
if you haven't already and then rigid body
and then come down to passive.
Like the other physics options passive means
that this will only receive but not necessarily fall
or react to gravity, so it's important.
It'll be our floor and then we're going to hit shift + A
and make a cube, bring it up here
and I suggest going in to front view.
That's one on the num pad.
If you don't have a num pad you can always click on view,
view point and then go to the front.
Okay so now let's move this little dude
above the camera, that's important.
We want to keep it above the camera,
and then we can move our 3D cursor here.
Shift + right click, Shift + A and let's add a torus.
Now when you add a torus I want to actually
rotate the view, real quick where it says minor radius
let's make that kind of thin.
We want these to be thin rings.
That looks pretty good, okay now let's come
to the front view again and we can hide this.
R + X and let's rotate that by 90, so R + X 90,
S to scale in and we want this inside so G + Y
there we go, all right so we want that in there.
Now these two objects we want to set rigid body passive,
and again rigid body passive,
and then I want to Shift + D, duplicate it,
and just rotate it, let's rotate it some
because we want this to start from a high angle,
something like that, that looks pretty good.
All right now in this case I want you to set it
to active, and under shape I want you to select it to mesh.
Now from here I just want to play
and show you what's going to happen,
see how it's jittering like that?
Oh pfhw!
It popped right off, the reason is because
under the ring here if you click on it,
it's set to passive but the shape is set to convex hull.
Let's change that to mesh which will make it a little bit
more complex but it will actually use the real mesh
and not generate one for physics it's really handy
when you have something like a torus
or a ring like this because now when you play it,
you'll see that it moves nicely.
Okay so let's pause that, let's go to the front view again.
Shift + D, R + R and just add a handful,
and R + R again Shift + D move 'em around,
just add a handful we're not trying to make it
super specific we're just trying to make a handful of rings.
Okay so now let's go ahead and play that.
Whoa that's pretty cool!
I like it.
I actually want to come back all the way here
and I want to delete this ring,
and I want to come to this ring 'cause we're going to swing down
pretty far and that's what I want you to do.
I want you to hit play and make sure that you can get
pretty far down, that looks pretty good right?
This ring gets pretty far down there
and then there's still a little bit of space here.
So that's good so I deleted that other ring,
we're going to just use this one
and I'm going to go Tab, edit mode,
I'm going to Shift + right click here.
I'm going to Shift + A add a monkey because why not,
add a monkey, and again we're not looking to be
super precise here we're just trying to put a monkey
on these rings.
I don't want it too big I want it just big enough
and I'll show you what I mean by that.
There we go, Tab, front view, play.
Whoa look at that!
He even gets caught in there, pretty cool.
Okay so now let's see how it swings down,
it gets down there pretty good, pretty good.
So now what I want to do I want to select this plane
and bring it down just a little bit.
Shift + right click here or Shift + C to center your scene.
Shift + A let's go to mesh and add a cube, scale it in.
We want the monkey just to miss this cube okay,
so right about here,
okay and now we're going to go to rigid body, passive.
Hit Shift + D, duplicate, hit Z to move it up
on the Z axis, in this case we're going to go to active
now if it pops down like that, that's because you're not
at frame zero, in my case I'm at 30 so let's hit this button
to come back to frame zero
or one whatever your starting point is.
Okay so now I want to just change the name of this object.
So I'm going to click here and I'm going to say B.
Let me click on this bottom one and I'm going to call it A.
That way I know exactly what names are for each,
and the last thing I'm going to show you is the hinging part.
So hit F3 and type in connect rigid bodies.
Now let's think about this for a second.
At the top we have a passive piece,
and then a whole bunch of active rings,
and a monkey attached at the end of it,
and that's giving us this cool swing.
At the bottom here we have this floor that's passive
just so we have something to hit in case we overshoot
and finally we have this little passive thing here
and this little cube that's active.
We've attached the hinge by using our F3
searching for connect rigid bodies command
and what a hinge does is it says hey,
wherever this locator is,
and wherever it's pointing.
Connect these two pieces.
Now it's all dependent on Z.
So this Z is pointing up
and it's not going to be really useful for us.
So hit R and X and then just type in negative 90.
Now the Z is going to point in this direction
and for good measure G and X.
Let's shift it right about here,
if I click on rigid body constraint you'll see
there's a bunch of options in here.
We're going to pick hinge and you can think of that
as like a door hinge.
Let's pick this top cube
and let's rotate it a little bit kind of like it's about here.
It's sitting on that hinge, it's about to fall into it.
I want to turn off disable collisions,
because I do want it to collide with this passive part.
Now let's hit one on the num pad and honestly,
let's just see what we get.
Boom, nice, well done.
Oh man we lost the whole thing, that is the magic
of rigid bodies, sometimes you got to
really finesse those details.
Now one last last thing I promise.
When you click on this hinge and you go to the beginning,
you'll see another thing that says breakable.
Well hinges can be broken.
So if I click on it I can set the threshold to one
and that means that basically any force
more than one is going to break my hinge.
So with this set up I'm going to hit A twice
to deselect everything, and hit play.
Boom!
Hey take a look at that, and there you have it ladies
and gentlemen, you've created yourself
a swinging monkey that knocks a block off of its block.
Like all things in Blender there's an enormous amount
of things you can do with rigid body dynamics,
including playing with the newly updated generic spring,
and let's see what amazing dynamics you can come up with. 更多优秀资源请访问：https://c4dsky.com/