All right let's go ahead and take a look at one more thing with our rigid body simulation and we're
going to see how we can animate and have our animation interact with rigid body.
So let's go ahead and hit shift left arrow go back to the beginning and we're actually going to delete
our wrecking ball.
It's a sad moment.
In history.
All right let's go ahead and delete that.
And now what we're going to do is just simply add in a cube.
And before I do that if I hit all day all right everything is good.
Let's go ahead and add in a cube and bring it here like so.
And scale it up.
Now we're going to animate this cube crashing through the wall.
But we're going to do it in a different way.
Whereas it's not going to be fully rigid body physics.
It is going to be partially but it's also going to be animated.
So if you have an animation of let's say actually we're going to do two examples here so let's go ahead
and grab this cube and see selecting it let's on frame 1.
Go ahead and hit I.
Location stumbling with my words once again not good and hitting g to grab it along the x axis.
Let's bring it to here hit I.
Location.
All right.
Awesome.
So now if we go back to the beginning we can see if we hit all day that's playing but nothing's happening
with our cubes.
So let's go ahead and select our big Q hit rigid body and we are going to not have that active because
if we do that that's going to give us a weird weird result.
We're actually going to change it to passive.
And now if we hit all day you can see that nothing happens either.
So what we need to do is actually click on animated and now it will tell Blendr that basically we have
a passive object but it's also controlled by the animation system.
So if I hit all day now.
Boom.
How cool is that.
A bigger cube killing smaller cube not the prettiest sight in the world but it's really cool because
we could actually use animation in conjunction with rigid body physics and simulation.
All right let's take a look at one last example and that would be for example we're not going to model
and do the whole thing but let's say for example we have and let's move to the side.
Let's do another simulation here.
Let's go ahead and hit shift day and mesh cube.
Let's bring this up.
We're going to pretend that this is a bat.
So s and X let's scale it along here.
And this is going to be our backs.
On frame 1.
Let's actually hit tab to go into edit mode and bring it out this way so that the origin point is right
here so that when we go to object mode it's rotating around that point and it has a swinging motion
to it.
On frame 1 let's rotate it back here.
And hit.
Eye rotation.
And then on frame 20 let's rotate it.
Like so and hit.
Eye rotation.
So now we have this bat or swinging type motion over here.
I'm actually going to grab all of this right here by box selecting hitting em and moving it to the second
layer by pressing two on there so that we are not distracted by the cube.
The cube of destruction that's happening over there.
Now let's go ahead and hit shift day and mesh U-V sphere.
This is going to be our baseball hitting G and Z to grab it.
Let's align it with our bat and let's bring it over here.
All right now let's go ahead and add a rigid body physics option to it.
Let's change it to mash and make sure that's active which it is.
If I hit all day you can see what's happening.
Pretty cool so let's scroll through the timeline and see where it's going to collide.
So you can see right there it's going to collide so the ball needs to be brought a little bit higher.
Let's bring it up to here.
Hit on a once again and scroll through that.
And now it's a little bit too high.
So once again bringing it down let's hit all day.
And that look that looks like it's going to be pretty good right here.
I'm going to bring it down even just a little bit more.
All right.
That should be good.
So now when the bat collides with the ball it's going to be right there.
So all we have to do now with our bat or our cue bat they should make some bats like this for the for
the major league baseball man.
All right let's like this.
Like rigid body.
And we're going the same thing that we did with our other cube.
We're going to change it to passive and animated.
Now rewinding this.
Let's go ahead and hit all day and see what happens.
Boom.
Pretty cool.
So this could be kind of like a baseball animation for example with your animation if you have a baseball
animation like I'm saying you wouldn't you could animate this easily.
You could animate a baseball bat easily and even a ball you can animate depending on what you want your
animation to be like.
You would probably animate the ball as well.
But let's say you want it to have like a natural flow to it and for it to be bouncing and interacting
very naturally you could actually have your bat be a passive rigid body.
And then in your animation make your baseball bat be a rigid body as well.
Excuse me.
And then when your ball is thrown towards your bat it will interact and just like this you can see that
interacts with our bat.
Pretty cool.
So this allows for you to have much more control over you know having more randomness to it.
And if it's some kind of bouncy ball we could increase the bounciness because as you saw we hit when
we hit Allt a it's just kind of sliding after on the floor kind of unrealistic.
So let's go ahead and increase the bounciness and the bounciness on here is already increase.
So that's here all day.
And now you could see that it bounces on here.
Let's do one more thing selecting our floor hitting tab to go into edit mode.
Let's hit control tab go to edge select mode select this edge Eido extrude and Z and we're going to
make a wall here.
All right.
Awesome.
Now let's go ahead and hits all eight aplay and now it's actually interacting very weirdly because bounciness
is all the way up.
So actually I have no idea what's happening with the ball.
Let me see the ball.
What's happening with it.
So the ball we can see is actually
dynamic animated it's passive.
Let's change this to mesh.
Possibly.
There we go.
That's a little bit better.
So we need a change the rigid body constrain or collision type from convex hull because you can see
when this is here it's having some weird effects and change it to mesh.
All right.
Now let's increase the bounciness back up hit all day and you could see what's happening.
Pretty cool.
So that is rigid body physics.
One last thing I want to take a look at is basically over here.
This is a rigid body physics so it's actually not animated but we could turn this into an animation.
If we go over here we could see that this has no keyframes in here besides the road.
Or actually let's take the ball for example because this has two two key frames and they're rotating
it but the ball has no key frames in there.
This is right here you could see little orange frames.
And this is basically blender that calculated the rigid body physics of it and kind of temporarily saved
it here so that it doesn't have to recalculate it every time.
But as far as keyframes there are none here.
Now we could actually turn this rigid body simulation into a keyframe animation so that we can have
more control over it in the future.
And the way we do that is just going over here.
You could apply.
You could actually go here and bake to keyframe.
So it will bake the rigid by simulation to key frames so let's go ahead and click that and we're going
to put the end frame.
Let's just put and frame 150 so that's not too much.
And then click OK.
Now you could see that what they that's turned this rigid body simulation into an actual keyframe animation
of our ball and we actually go in here and now that they're keyframe we could even delete some of the
key Fringe's by hitting Alt.
I if we want delete keyframe and really having more control over this and even going in the graph editor
and having more control because now you can see that in our physics our rigid body tab it's no longer
a rigid body but it is an animated object.
So that's a really cool way that you could also do some of your animations using the rigid body and
then converting it into a keyframe animation.
All right.
I think I drove that point home long enough again again repetition is the mother of all skill.
Sorry if I repeated it too much but I think you get the point.
So that's rigid body physics.
Super cool super awesome.
And just go crazy have some fun with it.
I'll see you in the next story all of us.
All right ladies and gentlemen here we go.
Here we go one more time to see the reality in the lie.
You have to be willing to say goodbye to what you once believed in for so long and once you let go you'll
become so strong.
All right.
Once again what you believe is not necessarily true.
So take a look at what you believe.
Appreciate you guys and believe the one thing that blender is awesome.
So I'll see you guys next Tauriel.
Chop.