All right now let's go ahead and take a look at rigid body physics.
So what a rigid body physics.
Well it basically allows for us to simulate animations of things that would normally be harder to animate
by hand such as boxes falling rocks being thrown to the floor you know things falling and tumbling around
and having a random kind of rotation such as if you were to throw you know if you had a bunch of pencils
in your hand and you threw them on the floor or on the table.
They would have a random animation to it so rigid body physics allows for us to simulate objects that
are that can interact with one another and Blendr actually does the animation for those things as they're
interacting with one another.
It's really cool.
So if you can imagine a brick wall being broken down by a wrecking ball or something of that nature
and you wouldn't want to animate all the bricks one by one of them falling and breaking and being thrown
out of place a rigid body physics allows for us to do that and we're going to be doing just that exact
thing that I mentioned right there so let's go ahead and take a look at this and blunder.
Let's first bring our default cube up along the Z-axis by hitting g z and then one to bring it up one
Blendr unit.
Let's go over here to our properties tab and let's go to the physics tab.
Now here we have all kinds of different physics from cloth to smoke to fluid etc..
But we're going to be taking a look at rigid body physics.
So first before we do that let's go ahead and hit shift day and mash and let's add in a plane.
Let's scale it up with the esky and bring this a little more above the ground.
Now with the cubes like that if I click on rigid body and now gives me a new tab and tells me that now
my cube is the rigid body Physick and you could see that via the green outline right here.
If I hit Alt A to play the animation you can now see that our cube falls and it goes through the floor.
So for it to interact with the floor you could see that if I go back to the beginning of the animation
right here the cube is an active rigid body Physick.
So let's take a look at some of the options here.
Right here it's active.
If I go to my plane or my floor and enable rigid body physics on here.
Now if we have an active and hit all day they both will fall.
But if I change the the floor or the plane to passive you can see that now the cube interacts with the
plane.
Pretty cool.
And let's go ahead and rotate this a random way so our twice and G.
And Z.
To bring it up.
Now you can see what's happening.
So imagine having to animate that right there as it bounces and kind of tumbles around.
That would be a pain in the butt.
So rigid body physics allows for you to have really cool natural animation and simulations such as this.
All right let's take a look at some of the other options we have.
If we go over here we could see that dynamic basically makes it so that it is active and it's going
to be moving around if we uncheck this and hit all day it's not going to do anything.
It's still a rigid body but it will not move or have any animation to it.
Right here is the mass of the object.
So obviously the more mass the heavier it will be and the bigger of an impact it will have.
Also if you put the mass way high
let's exaggerate it to that number could see if I hit all day as a little bit less of a bounce so the
higher you put the mass the heavier the object will be.
Now we also have some options over here if we click on the physics tab that's on the left here on our
toolbar.
By hitting the tiki you can see that right here we have a calculate mass option right here.
If we check click this we could have the mass of all kinds of different things.
How cool is that.
So we can have the mass of brass bronze copper cork lead etc..
So if we select one of these such as iron you can see that the mass is changed over here and if we had
a to play you can see that it has a different sort of mass to it.
Now of course you could either change it yourself or go over here and calculate the mass of your object.
All right.
The next option down here is the shape.
This is the convex hole it's selected at.
And this is basically the when your object is animated it actually has an invisible bounding box around
it and convex hall kind of basically adds a geometry around your object that is pretty much almost the
same shape as your object and make a contours around there so that it knows where to balance and how
to balance.
So this is a different options we have for that.
The other one that's very good also is mesh because this one actually has the same form as your actual
mesh.
It takes longer to render because if you have a more complex shape it will have the same exact kind
of shape for the interaction.
But it will give you better results.
Now over here we have the friction and this if we increase this here all day you can see that it has
a little bit more friction as it goes on the surface.
And of course the bounciness factor down here if we increase this it all day let me actually change
the mass of this.
Let me put the mass of this too.
I'm going to put it to rubber.
If we have that all right rubber right there.
Now if we hit all day again you can see that not much happens with the bounciness But if we go to our
plane and our plane our plane floor right here and we increase the bounciness here as well you will
see that now if I hit all day it will have some bounce to it.
So how cool is that.
Pretty interesting bounce right there.
It's a little bit too much I'm going to go back to the cube.
Put it down and we could hit Allt a and we get that effect.
So that's pretty cool.
Let's go ahead and actually try that with a ball.
So if I hit shift they add mash U-V sphere scale it up a bit.
And now instead of trying to copy the same rigid body physics options I have on the cube right here
and having to add them all over again just select the sphere and then the cube by shift right clicking
and then select copy from active and it will copy the rigid body options from here to here.
Now let's go ahead and hit Alt-A to play and you could see that our ball is not bouncing too much so
grabbing the ball let's increase the bounciness of it go back and hit all day and let's actually increase
it on the plane as well which already is now a factor that might be playing here is that the ball because
I scaled it up now it has a different scaling to it which affects the mass.
So hitting T on the q r and on the keyboard.
If we go over here you can see that the scale is 1.6 three.
So let's go ahead and reset the scale to one by applying the scale.
So if we had control a we could apply the scale and you will see that the scale will go back to 1 while
still being at this size right here.
Now let's go ahead and here all day again and see what happens this time.
You can see that now it's bouncing a little bit more and it's going a little bit all over the place.
If I hit go over here back to this tab I want to smooth it out go back to my physics and now let me
move the cube a little bit more.
Put this higher.
Let's see how it looks.
So you can see that now it's bouncing quite high and actually way too much.
So putting down the bounciness factor of this.
You could see that you could play around with this and get some pretty cool effect.
So there's a pretty good ball bounce right there.
And that is awesome so rigid body physics allows for us to create this kind of cool animations like
that so those are the different options over here with rigid body physics.
Let's take a look at the collision groups now the collision groups is basically just like the layers
tab.
This is the collision group that your objects are in.
Also if you have more than one object that is a rigid body object they will actually interact with one
another.
If I put this here you can see that they interact with one another.
If I put this on a different collision group such as two and these ones are still out one you will see
what happens.
And it doesn't collide with the other ones are that are on collision group one.
So we want to make sure that everything we want to interact with one another.
They have to be in the same collision group.
All right.
That's pretty awesome.
Now let's take a look at damping right here and the damping is basically the it kind of slows down the
effect of it.
So you'll see with the ball if I select this hit Alt-A you can see it has that particular animation
to it.
If I increase the damping or the translation right here you can see that it slows it down and dampens
the rigid body physics simulation of the ball.
Also if I bring it way down so it's not as exaggerated you will see that when it bounces it's not going
to bounce as much.
And it's kind of dampened as the name implies.
Also we can increase the rotation of it.
Now on the ball you can't really see it because it's when it's rotated it's a sphere.
But those two options are pretty cool.
If you want to dampen the the effect of the rigid body and have it more slow motion and not as real
world.
All right.
So that's basically the main settings that you will be using in this tab over here.
And it's a really cool it's a really cool option.
Rigid body physics.
Another thing to keep in mind with these options is if we go to the seam tab we can increase the speed
of our rigid body physics so Also keep in mind that when I hit Control to reset the scaling of this
it was for a reason because the size of this affects the rigid body movement of this.
Now right now these are in Blendr units.
But if I go to my seam tab which I'm already on and slide metric you can see that now we are in meters
and if I go over here to my rigid body physics we can actually see the weight of this in tons.
So this ball right now is twelve point one seven six tons.
So that would probably not be realistic but this allows for you to be able to get a more real world
value for your rigid body physics.
And again when you scale it up it affects the scale of your object.
So now this ball would be three meters big.
Meaning if you hit Alt-A to play it though the rigid body physics will interact differently because
it's a much heavier and larger scaled mesh than it was before.
So keep that in mind.
And of course if you want to at this size but you know you want to have this size but you want all these
values to be one and so that in Blender it's still the size of it is still one.
You could hit control a and apply the scale and it will actually reset the scale of it to one while
still having this size right here which will give you a different result because again the scale the
size of this.
We have our mesh around it.
But all of the rigid body physics is controlled and manipulated and effected from the center origin
point right here.
So just keep those two in mind that you can actually change it into metric so you get more precise real
world you know mass to your object and scaling to your object.
And also that your scale affects how your rigid body will interact with your scene.
All right so that's the options of rigid bodies physics.
We also have some over here.
Let's take a look at these right here in a little bit future.
Tauriel.
So for now let's go ahead and go on to the next part of this video.
All right.
Check out these rocks.
Ok.
More clarity more reality.
Sometimes we see the world through distortions and blow things way out of proportion.
We attach meaning to things that don't make sense and live by those at our lifes expense.
Take a look at the meanings you've given things and change them.
If they don't make your heart wrong.
All right ladies and gentlemen take a look at the beliefs you formed around certain things.
If they don't feel good change up.
All right cool.
See you in the next video.
Appreciate you guys.
All of you are messy buko.
There's another word for you in French Matthysse buku chup.