Blender Tutorial - Quick Rigid Body Fun
Why Blender Stack Exchange recommends it
Blender Stack Exchange users point people to it as the standard beginner walkthrough for rigid body simulation, and many questions come from people stuck while following its chain and wrecking ball steps.
Recommended by 4 people across 4 different months, 2014 to 2021.
What it is
A short Blender tutorial by Blender Guru (Andrew Price) that walks through a rigid body physics simulation: building a chain, a wrecking ball and a wall of boxes to smash. It runs about 11 minutes and was made for the Blender 2.6x series.
What people said
Strong rec Shady Puck · 2016-07 · Blender Stack Exchange · on “Boxes not colliding with each other”
@AnthonyForwood It's like the game engine, but a lot simpler. It's what Scratch is to Python (coding languages) or Cycles (Blender) to Renderman (Pixar). See BlenderGuru's awesome beginner tutorial called Quick Rigid Body Fun [this video] .
Recommends GiantCowFilms · 2014-12 · Blender Stack Exchange · on “Rigid Body breaking links of chain”
You need to raise the accuracy of your simulation, by changing the Steps Per Second and Solver Iterations in the scene panel: Raise those to values. Also, in this tutorial [this video] , it is recommended to change the mass of your objects. Note: This will influence simulation times
Recommends cfactoid · 2020-08 · Blender Stack Exchange · on “Pivoting multiple objects around Cursor doesn't change individual object orientation (2.8+)”
Following the Blender Guru Wrecking Ball tutorial [this video] and ran into a hitch at 4:47 with Cursor Pivoting. I've successfully snapped my Cursor to the selected object, selected Transformation Orientation: Cursor and Transform Pivot Point: 3D Cursor (see image below): [LINK] When I select all objects, then rotate with hotkey R, the objects rotate around the cursor - but they keep their initial orientation. The links in the chain stay upright until they are no longer linked: [LINK] [LINK] This happens when the Transformation Orientation is set to Global as well. From the tutorial, my expectations were that rotating the chain would preserve the orientation of the links in relation to each othe
Recommends Blunder · 2021-01 · Blender Stack Exchange · on “How to achieve this destruction effect?”
Question 1 is a question of time and hardware. Large simulations will take some time to calculate and bake the simulation. Have a look here: [LINK] It's from 2015, render times vary from 1 day to 8 days. Here another one from 2016 ( [LINK] ) render took only a few (4-8) hours. Question 2: Have a look at Blenderguru's tutorial ( [this video] )
Cites user13877 · 2016-08 · Blender Stack Exchange · on “How do I prevent rigid body objects from falling down before they are hit?”
I have done BlenderGuru's Quick Rigid Body Fun [this video] on Rigid Body Collisions. [LINK] Regarding this .blend file: [LINK] When you play the animation, the cubes start falling down long before they are hit by the wrecking ball. This is because of gravity and because there is some space between the cubes. How can you prevent the cubes falling down or at least arrange that the cubes don't fall down before they are hit by the wrecking ball? P.S Blender Guru says it is necessary to have some space between the cubes because if there is no space the wall will explode. I have here another .blend file... [LINK] ...where there is no space between the cubes, so I don't think he is right. But the stone
Cites Phann · 2017-07 · Blender Stack Exchange · on “Distance between objects is kept constant for rigid body”
I tried this tutorial here: [this video] and I'm stuck by creating the chain correctly (I'm pretty new to Blender). I think the problem is that the chain links keep the same distance when falling. This leads to the chain falling in it's entirety like a stick (see screenshot a few seconds after begin of the simulation) and not falling into each other like the tutorial suggests (at 02:08). I think that I carefully followed the tutorial, created the chain in the same way as suggested and changed the rigid body collision shape to mesh and copied it from active for all chain links. I tried centering the origin to center of mass but that doesn't help. The blender version in the tutorial from 2014 is di
Cites user57674 · 2018-06 · Blender Stack Exchange · on “No-collide-Chain Wrecking Ball”
So, I am having this problem with a wrecking ball simulation from a Youtube tutorial: [this video] Because the Chain under the Top chain is Not Colliding from the Chain Over, Looks like I need help. Data: /Top Chain Collision(?): Mesh /Top Dynamic Or Animated?: None /Bottom Chain Collision(?): Mesh /Bottom Chain Dynamic or Animated?: Dynamic
Cites Anders Mellerup · 2019-04 · Blender Stack Exchange · on “Rigid Body Problem - objects not colliding”
I am trying to complete BlenderGuru's Quick Rigid Body Fun tutorial [this video] , but keep getting stuck when trying to add Rigid Body to the chain. My top chain link stays in mid-air, while the rest fall and collide with the floor and each other. But they should just hang in mid-air. According to the tutorial, the plane needs to be set to Passive under Rigid Body, and the top chain link should be Active , but unchecked in "Dynamic". The other chain links should all be Active and checked Dynamic. The top chain links stays as it should, but link#2 just falls right through. Any help appreciated :-) [LINK]
Cites Mortbros · 2020-01 · Blender Stack Exchange · on “White material shows up as gray regardless of lighting”
i have just finished Blender Guru's rigid body simulation video [this video] and was looking to texture and render it, but i have encountered an issue with adding a white material and having it show up as an adequate shade. So far i have tried: Changing the brightness of the light Changing the emission of the material Changing the render engine (To Cycles) Changing the color of the blender background Exporting the rigid body sim to keyframes and changing the material Some of these work, but do not give me the result i am looking for. The two files attached below show what i am up to (rigid body sim) and what i am aiming for (default). Essentially i can make a new blender file and add a plain with
Cites Blunder · 2021-07 · Blender Stack Exchange · on “Recreate effect of wrinkled cloth with objects set on it”
@adlowe07 wow, a 2000m cube is like a mountain, or asteroid, or a Borg cube :D It's gigantic! Way too big. Yes, often real-world size is recommended then everything fits. Usually, I use real-world sizes for cloth sims. Sometimes it is a bit fiddly to get the settings right so up-scaling can be an option. For rigid body simulations, Blender Guru recommended 10x real-world size ( [this video] )