1
00:00:06,330 --> 00:00:10,780
All right now we're going to take a look at a little simulation that we're going to do with the rigid

2
00:00:10,780 --> 00:00:11,930
body physics.

3
00:00:12,040 --> 00:00:17,650
So we're going to have a wall of cubes with a wrecking ball crashing through it.

4
00:00:17,920 --> 00:00:22,560
And then we're going to have Miley Cyrus on top of the wrecking ball.

5
00:00:22,990 --> 00:00:24,560
I'm completely kidding.

6
00:00:24,850 --> 00:00:32,820
So let's go ahead and do that minus the Miley Cyrus part and let's go back to our scene right here.

7
00:00:33,100 --> 00:00:36,460
Let's delete the cube and the sphere hit delete.

8
00:00:36,700 --> 00:00:40,250
And let's keep our floor.

9
00:00:40,310 --> 00:00:42,170
Let's go ahead and place our cursor here.

10
00:00:42,170 --> 00:00:48,850
Shift day and mash Taurus hitting GNC to bring it up above the plane.

11
00:00:49,100 --> 00:00:53,720
Now hitting s and y to scale along the y axis.

12
00:00:53,810 --> 00:00:59,690
I'm also going to scale it down all together with esky and then rotate it along the x axis by hitting

13
00:00:59,750 --> 00:01:04,970
R X and that 90 to rotate it 90 degrees.

14
00:01:04,970 --> 00:01:05,550
Awesome.

15
00:01:05,570 --> 00:01:07,690
Now bringing it up above the floor.

16
00:01:07,940 --> 00:01:13,440
I'm going to hit the End key and go over here because we can see that now the scaling has changed.

17
00:01:13,490 --> 00:01:19,730
I'm just going to take control and apply the scaling so that setback to 1 because that can cause some

18
00:01:19,730 --> 00:01:28,170
weird things and our simulation now going ahead and hitting shift d to copy it.

19
00:01:28,210 --> 00:01:30,480
Yes I'm giving you permission to do that.

20
00:01:30,700 --> 00:01:33,900
Go right ahead and then hit Zied to bring it up.

21
00:01:34,240 --> 00:01:39,070
Hit our rotated along the Z-axis 90 degrees.

22
00:01:39,070 --> 00:01:45,670
Now we want to make sure that it's not intersecting with our other object because if it is when we play

23
00:01:45,670 --> 00:01:51,550
the animation it's going to create some really weird results over here and where it doesn't know how

24
00:01:51,550 --> 00:01:54,490
to correspond with the rigid body physics.

25
00:01:54,490 --> 00:02:00,650
And it will just either go crazy and shoot across your scene or not give you the results that you want.

26
00:02:00,880 --> 00:02:07,720
Now hitting shift right mouse by an Slyke both of these Let's head shifty Z and bring it up and make

27
00:02:07,720 --> 00:02:15,720
sure that these aren't intersecting either hitting shift or which will duplicate our last action or

28
00:02:15,730 --> 00:02:17,120
last thing that we did.

29
00:02:18,000 --> 00:02:20,470
Let's just copy it all the way up to there.

30
00:02:20,700 --> 00:02:23,170
And that looks good.

31
00:02:23,200 --> 00:02:23,490
All right.

32
00:02:23,490 --> 00:02:26,910
Now selecting a ring on your chain.

33
00:02:26,970 --> 00:02:34,340
Let's go ahead and add rigid body physics to it and change it from convex hall to mash.

34
00:02:34,530 --> 00:02:39,900
Now selecting all these other rings with be left click and drag over them.

35
00:02:40,260 --> 00:02:43,440
Let's select our last ring by shift.

36
00:02:43,470 --> 00:02:47,250
Right clicking on it and then going over here to our panel.

37
00:02:47,250 --> 00:02:54,540
And if it's not open just press the tiki go to physics and let's click copy from active to copy all

38
00:02:54,540 --> 00:02:57,980
of these options onto this one right here.

39
00:02:57,990 --> 00:03:01,670
Now if we hit all day you can see what we got.

40
00:03:01,740 --> 00:03:02,700
Pretty cool.

41
00:03:03,940 --> 00:03:07,190
Now let's go ahead and select this last ring right here.

42
00:03:07,390 --> 00:03:14,460
And actually de-select dynamic so that when we hit all day the rest of these rings right here we'll

43
00:03:14,470 --> 00:03:19,600
hang on this one and this one won't have any animation at all.

44
00:03:19,600 --> 00:03:19,960
All right.

45
00:03:19,990 --> 00:03:21,550
Awesome.

46
00:03:21,550 --> 00:03:29,620
Now what we want to do is basically add in our Wrecking Ball selecting all these are going to bring

47
00:03:29,620 --> 00:03:39,720
them up and now selecting the last ring hitting tab to go into Edit Mode shift s cursor to selected

48
00:03:39,780 --> 00:03:46,090
to put our cursor in the middle here then shift a let's add a U.V. sphere in here.

49
00:03:46,170 --> 00:03:52,370
Bring it down and scale it up to however big you want your wrecking ball to be.

50
00:03:52,410 --> 00:03:55,310
So about this size right here.

51
00:03:55,680 --> 00:03:57,760
All right awesome.

52
00:03:57,800 --> 00:04:05,990
I'm actually going to scale it up a little bit more want to write here too about the size right here.

53
00:04:05,990 --> 00:04:06,650
All right cool.

54
00:04:06,650 --> 00:04:09,280
Now hitting tab to go back into object mode.

55
00:04:09,560 --> 00:04:14,760
You can see if we go to front view one of the numpad and hit Alt A to play.

56
00:04:14,810 --> 00:04:20,230
It's does not much at all so we want it to swing in order to make it swing.

57
00:04:20,360 --> 00:04:25,400
Let's go ahead and select all of these right here and rotate it.

58
00:04:25,490 --> 00:04:28,560
But we wanted to rotate around the top here.

59
00:04:28,790 --> 00:04:36,050
So in order to do that let's left click to place our cursor up here and then change it from median point

60
00:04:36,110 --> 00:04:38,510
to 3D cursor.

61
00:04:38,510 --> 00:04:41,490
Now if I rotate it you can see what's happening.

62
00:04:41,750 --> 00:04:51,350
And then if I hit Alt A and rewind my animation first of a you can see that there we go all a wasn't

63
00:04:51,410 --> 00:04:52,690
working for some reason.

64
00:04:52,850 --> 00:04:58,790
You can see that our ball is swinging around our space right here.

65
00:04:58,910 --> 00:05:00,190
Pretty cool.

66
00:05:00,680 --> 00:05:03,470
Now I want it to have a little bit more mass to it.

67
00:05:03,470 --> 00:05:10,370
So selecting this ball or wrecking ball right here I'm going to go over here and select calculate mass

68
00:05:11,060 --> 00:05:14,900
and I'm actually not sure what wrecking balls are made out of glass right.

69
00:05:14,900 --> 00:05:21,110
They're made of glass or Elmina's like something that sounds heavy so I'm going to go ahead and go with

70
00:05:21,260 --> 00:05:23,550
the brass right here.

71
00:05:23,930 --> 00:05:27,040
Shift a holding Shift and left arrow.

72
00:05:27,050 --> 00:05:29,210
Let's go back to the beginning and hit all day.

73
00:05:30,380 --> 00:05:32,810
And now we can see what's happening.

74
00:05:32,810 --> 00:05:36,270
That's pretty cool effect but that's not what we want to happen.

75
00:05:36,320 --> 00:05:40,390
So you can see that now because the ball has a huge mass to it.

76
00:05:40,460 --> 00:05:44,950
It's actually so heavy that it breaks our chain in order to fix this.

77
00:05:44,960 --> 00:05:48,770
All we have to do is select all our links here.

78
00:05:50,110 --> 00:05:57,430
Right click our ball as the last object and select copy from active so that all of these links have

79
00:05:57,430 --> 00:06:00,400
the same mass to them as well.

80
00:06:00,400 --> 00:06:08,260
Now if we hit all day and of course we have to select our last link here and make sure that we de-select

81
00:06:08,320 --> 00:06:11,240
dynamic Alt A.

82
00:06:11,260 --> 00:06:18,920
Now you can see that it won't break off and has a heavier flow and motion to it and it won't break because

83
00:06:19,250 --> 00:06:19,940
the mass.

84
00:06:19,970 --> 00:06:23,060
What it does is it adds more heaviness and weight to it.

85
00:06:23,270 --> 00:06:25,630
But it also makes it stronger.

86
00:06:25,640 --> 00:06:28,040
So the more mass the stronger it will be.

87
00:06:28,310 --> 00:06:32,840
Of course if you have a chain were like for example around a dog and they're pulling it and they break

88
00:06:32,840 --> 00:06:37,680
it off or you want it to break off you can put the mast down.

89
00:06:37,700 --> 00:06:39,560
So now we have our wrecking ball.

90
00:06:39,560 --> 00:06:44,450
Let's go ahead and add our wall of cubes the wall of cubes.

91
00:06:44,450 --> 00:06:45,040
All right.

92
00:06:45,350 --> 00:06:50,660
Let's go ahead and hit shift A and let's change this back to median point.

93
00:06:50,720 --> 00:07:00,950
Not 3-D cursor hitting shift they add mesh cube G and Z to bring it up above the grid floor.

94
00:07:01,220 --> 00:07:10,750
Let's scale it down and hit control a and apply the scale of it to bring it down to the floor over here

95
00:07:11,670 --> 00:07:12,750
bring it back.

96
00:07:12,830 --> 00:07:16,710
Actually want a little bit bigger so let's scale it up a little more.

97
00:07:17,680 --> 00:07:20,720
And apply the scale once again with control a scale.

98
00:07:21,010 --> 00:07:28,730
Let's go to modifiers have add a modifier and let's add an array modifier where you change the offsets

99
00:07:29,200 --> 00:07:31,410
right here to the y axis.

100
00:07:31,410 --> 00:07:33,700
So let's put it in one.

101
00:07:33,780 --> 00:07:39,180
And one thing you want to make sure just like with the links you want to make sure that the cubes aren't

102
00:07:39,240 --> 00:07:41,240
intersecting with one another.

103
00:07:41,280 --> 00:07:44,440
Otherwise it's just going to explode and go crazy.

104
00:07:44,460 --> 00:07:46,640
So you want a little bit of spacing here.

105
00:07:46,890 --> 00:07:54,630
And the way we're going to do that is just increase this Llobet So one point zero to now we have a tiny

106
00:07:54,630 --> 00:08:02,250
bit of spacing in there and that's fine and dandy let's increase this so that fills up our entire plane

107
00:08:02,790 --> 00:08:06,770
and then let's go ahead and add another modifier array.

108
00:08:07,290 --> 00:08:11,340
And let's put it on the z axis for this one.

109
00:08:11,400 --> 00:08:14,190
So hitting 0 on that one.

110
00:08:14,580 --> 00:08:23,630
And then on this last number we're going to put one point zero two as well and increase the amount to

111
00:08:23,670 --> 00:08:27,120
however big you want your wallet to be.

112
00:08:27,120 --> 00:08:28,830
Now let's bring it down.

113
00:08:28,860 --> 00:08:30,680
All right so there's our wall.

114
00:08:30,690 --> 00:08:38,850
Now what we want to do is apply the array modifiers go ahead and apply them and now we can see that

115
00:08:38,850 --> 00:08:41,460
this is a single object.

116
00:08:41,560 --> 00:08:45,700
So we want all of these cubes to be individual objects.

117
00:08:45,930 --> 00:08:53,130
If we had to have to go into Edit Mode what we can do now is hitting the peak key you're given the option

118
00:08:53,130 --> 00:08:57,290
to separate these out by three different options.

119
00:08:57,390 --> 00:08:59,560
So we're going to select loose parts.

120
00:08:59,700 --> 00:09:02,730
If you remember they're spacing in between each cube.

121
00:09:02,910 --> 00:09:10,740
So if we hit P and loose parts it will actually make all of these cubes individual objects via the loose

122
00:09:10,740 --> 00:09:13,400
parts of our previous mesh.

123
00:09:13,440 --> 00:09:15,300
Pretty cool.

124
00:09:15,300 --> 00:09:15,530
All right.

125
00:09:15,540 --> 00:09:24,420
I'm going to select back all our cubes and now if we rewind our animation hit all of a and of course

126
00:09:24,420 --> 00:09:28,510
first we have to add the rigid body physics to our cube.

127
00:09:28,920 --> 00:09:38,590
Let's add rigid body and hit shift left arrow hit on a you can see that it's actually only added to

128
00:09:38,630 --> 00:09:38,950
1.

129
00:09:38,950 --> 00:09:41,990
We also have to do copy from active.

130
00:09:42,050 --> 00:09:42,470
All right.

131
00:09:42,470 --> 00:09:43,540
There we go.

132
00:09:43,700 --> 00:09:51,060
Now all day you can see that we have a rather interesting result.

133
00:09:51,060 --> 00:09:57,780
Now the reason that that's happening is because every single cube you can see that the origin or the

134
00:09:57,780 --> 00:10:04,230
center of origin for the cube is on the bottom right corner for each and every single one of them.

135
00:10:04,320 --> 00:10:10,880
And again the rigid body physics are based around the origin or the center origin of our cubes.

136
00:10:10,920 --> 00:10:18,130
So we just need to reset them so that the origin is in the center of each cube individually.

137
00:10:19,220 --> 00:10:21,890
Let's go ahead and select all our cubes.

138
00:10:21,960 --> 00:10:30,920
We're going to move this light as well out of the way select all our cubes de-select the the plane by

139
00:10:31,190 --> 00:10:35,530
hitting B and middle mouse clicking to de-select.

140
00:10:35,550 --> 00:10:40,280
Now with all our cubes selected Let's hit Control shift all.

141
00:10:40,290 --> 00:10:49,050
See I know that takes a lot of fingers to get all those keys down and then click origin to geometry.

142
00:10:49,050 --> 00:10:55,710
Now we have all our origins in the center of our geometry and let's go ahead and play our animation

143
00:10:55,710 --> 00:10:57,350
now and see what happens.

144
00:11:01,620 --> 00:11:02,790
Lujah.

145
00:11:02,980 --> 00:11:05,370
All right so that is pretty cool.

146
00:11:05,430 --> 00:11:08,580
And that is the rigid body simulation.

147
00:11:08,580 --> 00:11:11,640
And so here we just broke down a wall.

148
00:11:11,640 --> 00:11:15,250
Now one quick thing that we could take a look at if we had all day to play.

149
00:11:15,360 --> 00:11:19,000
You could see that playing kind of in a slowish motion.

150
00:11:19,200 --> 00:11:25,380
So what we're going to do is actually go over here to the scene tab and increase the speed to two.

151
00:11:25,380 --> 00:11:29,180
So now with the speed at two let's go ahead and play it.

152
00:11:29,310 --> 00:11:35,370
You can see that swinging a lot faster and the cubes are moving much more.

153
00:11:35,370 --> 00:11:38,460
We can also scale up our plane way high.

154
00:11:38,490 --> 00:11:43,130
Hit control Ada apply the scale rewind our animation and we play it.

155
00:11:43,140 --> 00:11:49,580
Now we can see that our cubes will actually interact with the floor and bounce off of the floor.

156
00:11:49,890 --> 00:11:50,820
Pretty cool.

157
00:11:50,820 --> 00:11:57,350
So there is a rigid body physics with the little simulation we did here with the wrecking ball.

158
00:11:57,390 --> 00:12:05,700
We saw how we use a physics for a chain object and how the how the physics interact with one another.

159
00:12:05,760 --> 00:12:13,750
Again if you want it to be passive meaning that it's it's a physics object but it won't move or be animated.

160
00:12:13,890 --> 00:12:18,090
Meaning the object will interact with it such as our plane floor.

161
00:12:18,240 --> 00:12:23,370
You could just like passive here but if you want them to be active such as everything else that's happening

162
00:12:23,370 --> 00:12:23,880
here.

163
00:12:24,060 --> 00:12:25,920
Make sure that they're active.

164
00:12:26,010 --> 00:12:30,360
All right so let's take a look at one last thing in the next Tauriel with rigid body physics and then

165
00:12:30,360 --> 00:12:34,440
we'll be done with this part of the course and tutorials.

166
00:12:34,440 --> 00:12:35,520
All right I'll see you there.

167
00:12:37,030 --> 00:12:42,520
All right for this little quote at the end of the video I took all the words the end and only made this

168
00:12:42,520 --> 00:12:49,150
for you if you take what you've believed all along and keep beating the drum to the same old song you'll

169
00:12:49,150 --> 00:12:55,010
keep running in circles all day long you'll know if it's not the correct way if it's wrong.

170
00:12:55,030 --> 00:12:58,830
So you got to take a different path and be strong.

171
00:12:58,910 --> 00:13:03,550
Ladies and gentlemen sometimes the path that we go down our whole life might not be the correct one.

172
00:13:03,550 --> 00:13:08,130
So take a look what path you're going down right now and if it's wrong make the change.

173
00:13:08,140 --> 00:13:10,570
Appreciate you guys have an amazing one.

174
00:13:10,570 --> 00:13:12,400
I know you're doing awesome on this course.

175
00:13:12,400 --> 00:13:13,950
I'll see you in the next tutorial.

176
00:13:13,990 --> 00:13:14,660
Oh.

177
00:13:14,740 --> 00:13:15,460
Take care.

