Quick Noodle Physics in Blender Tutorial
Why Blender Stack Exchange recommends it
Blender Stack Exchange answerers point people to it when they need a rope, cord or noodle to react to physics, especially on curve objects rather than meshes.
Recommended by 2 people across 3 different months, 2015 to 2017.
What it is
A short 2015 Blender tutorial from Blender HD showing how to simulate ropes, noodles and strings using physics. It uses a heavily subdivided curve with soft body physics and tweaks self collision settings, and references another tutorial for background.
What people said
Recommends Duarte Farrajota Ramos · 2016-03 · Blender Stack Exchange · on “Are curve physics possible?”
Physics and simulations generally only affect mesh or particle objects, you often have to convert your curves to a mesh. If you are using the builtin Blender tree generator Sapling Addon it even has an option to create an animated armature with wind animation, but even then, has far as I know you will have to convert it to mesh to work. You may keep a copy of the original curve object in a separate scene or another layer in case you need to go back and change something. It is however possible to use some basic soft body physics on Curve objects if it is well subdivided, although it does not work very reliably. It seems most settings don't have any effect, except for the Self Collision option
Recommends Pyros · 2017-07 · Blender Stack Exchange · on “Why does my cylinder turns into a plane in cloth animation”
So, it is quite simple, you dont tell blender what is the physic of your rope. A cynlindre with cloth simulation is like an empty cylindre made of fabric. If you want to create a rope simulation, you will need to apply the simulation on a line and not a cylindre, then draw a cylindre around the line. I found this video [this video] that could help you to achieve what you want.
Recommends Duarte Farrajota Ramos · 2017-09 · Blender Stack Exchange · on “Shaping Bezier objects and applying Physics collisions?”
Apparently you can have soft body physics on Bezier Curve Objects as detailed on the Quick Noodle Physics in Blender Tutorial Youtube Video [this video] According to the video the trick is using a highly subdivided curve, there must be lots of actual vertex (display subdivisions are insufficient), many of the settings are ignored. You should turn off Soft Body Goal , and tweak the parameters under Soft Body Self Collision like Ball Size and Stiffness . Some other object set to Collision Physics type must be present at the scene for interaction. [LINK] Also see related Are curve physics possible? [LINK]
Cites irwazr · 2015-06 · Blender Stack Exchange · on “Attaching a nurbspath to a mesh (to create a rope attached to an object)”
I'm trying to create a simulation of a phone receiver which is attached to the phone base via a phone cord. I want the cord to dangle and stretch the same as a real coiled phone would, but without the headache of manually animating it. After reading several tutorials and watching this [this video] helpful video, I've created what I think is a realistic looking phone cord using a nurbspath and a curve circle to provide the bevel shape. However I now don't know how to attach the cord at both ends to my phone receiver and phone base meshes. I then jumped straight back into the tutorials and quickly determined that hooks might be what I was after. However I've been flicking through youtube tutorials
Cites Rumata · 2015-12 · Blender Stack Exchange · on “Problems with rigid body rope”
I have created a a rope, using the "path" curve and rigid body simulation, like in this tutorial: [this video] But I was faced with two problems: During simulation, the rope becomes wider at one side and narrow on the other. The rope slightly passes through the collision object. As I understand, the second problem appears, because I have not applied the "Bevel object" to the curve. Is there a way to set the distance between the rope and the collision object, without turning curve into a mesh?