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All right let's go ahead and take a look at one more thing with our rigid body simulation and we're

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going to see how we can animate and have our animation interact with rigid body.

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So let's go ahead and hit shift left arrow go back to the beginning and we're actually going to delete

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our wrecking ball.

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It's a sad moment.

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In history.

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All right let's go ahead and delete that.

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And now what we're going to do is just simply add in a cube.

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And before I do that if I hit all day all right everything is good.

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Let's go ahead and add in a cube and bring it here like so.

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And scale it up.

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Now we're going to animate this cube crashing through the wall.

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But we're going to do it in a different way.

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Whereas it's not going to be fully rigid body physics.

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It is going to be partially but it's also going to be animated.

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So if you have an animation of let's say actually we're going to do two examples here so let's go ahead

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and grab this cube and see selecting it let's on frame 1.

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Go ahead and hit I.

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Location stumbling with my words once again not good and hitting g to grab it along the x axis.

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Let's bring it to here hit I.

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Location.

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All right.

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Awesome.

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So now if we go back to the beginning we can see if we hit all day that's playing but nothing's happening

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with our cubes.

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So let's go ahead and select our big Q hit rigid body and we are going to not have that active because

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if we do that that's going to give us a weird weird result.

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We're actually going to change it to passive.

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And now if we hit all day you can see that nothing happens either.

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So what we need to do is actually click on animated and now it will tell Blendr that basically we have

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a passive object but it's also controlled by the animation system.

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So if I hit all day now.

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Boom.

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How cool is that.

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A bigger cube killing smaller cube not the prettiest sight in the world but it's really cool because

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we could actually use animation in conjunction with rigid body physics and simulation.

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All right let's take a look at one last example and that would be for example we're not going to model

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and do the whole thing but let's say for example we have and let's move to the side.

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Let's do another simulation here.

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Let's go ahead and hit shift day and mesh cube.

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Let's bring this up.

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We're going to pretend that this is a bat.

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So s and X let's scale it along here.

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And this is going to be our backs.

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On frame 1.

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Let's actually hit tab to go into edit mode and bring it out this way so that the origin point is right

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here so that when we go to object mode it's rotating around that point and it has a swinging motion

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to it.

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On frame 1 let's rotate it back here.

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And hit.

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Eye rotation.

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And then on frame 20 let's rotate it.

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Like so and hit.

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Eye rotation.

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So now we have this bat or swinging type motion over here.

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I'm actually going to grab all of this right here by box selecting hitting em and moving it to the second

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layer by pressing two on there so that we are not distracted by the cube.

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The cube of destruction that's happening over there.

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Now let's go ahead and hit shift day and mesh U-V sphere.

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This is going to be our baseball hitting G and Z to grab it.

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Let's align it with our bat and let's bring it over here.

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All right now let's go ahead and add a rigid body physics option to it.

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Let's change it to mash and make sure that's active which it is.

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If I hit all day you can see what's happening.

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Pretty cool so let's scroll through the timeline and see where it's going to collide.

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So you can see right there it's going to collide so the ball needs to be brought a little bit higher.

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Let's bring it up to here.

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Hit on a once again and scroll through that.

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And now it's a little bit too high.

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So once again bringing it down let's hit all day.

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And that look that looks like it's going to be pretty good right here.

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I'm going to bring it down even just a little bit more.

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All right.

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That should be good.

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So now when the bat collides with the ball it's going to be right there.

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So all we have to do now with our bat or our cue bat they should make some bats like this for the for

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the major league baseball man.

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All right let's like this.

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Like rigid body.

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And we're going the same thing that we did with our other cube.

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We're going to change it to passive and animated.

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Now rewinding this.

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Let's go ahead and hit all day and see what happens.

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Boom.

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Pretty cool.

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So this could be kind of like a baseball animation for example with your animation if you have a baseball

87
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animation like I'm saying you wouldn't you could animate this easily.

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You could animate a baseball bat easily and even a ball you can animate depending on what you want your

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animation to be like.

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You would probably animate the ball as well.

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But let's say you want it to have like a natural flow to it and for it to be bouncing and interacting

92
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very naturally you could actually have your bat be a passive rigid body.

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And then in your animation make your baseball bat be a rigid body as well.

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Excuse me.

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And then when your ball is thrown towards your bat it will interact and just like this you can see that

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interacts with our bat.

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Pretty cool.

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So this allows for you to have much more control over you know having more randomness to it.

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And if it's some kind of bouncy ball we could increase the bounciness because as you saw we hit when

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we hit Allt a it's just kind of sliding after on the floor kind of unrealistic.

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So let's go ahead and increase the bounciness and the bounciness on here is already increase.

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So that's here all day.

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And now you could see that it bounces on here.

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Let's do one more thing selecting our floor hitting tab to go into edit mode.

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Let's hit control tab go to edge select mode select this edge Eido extrude and Z and we're going to

106
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make a wall here.

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All right.

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Awesome.

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Now let's go ahead and hits all eight aplay and now it's actually interacting very weirdly because bounciness

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is all the way up.

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So actually I have no idea what's happening with the ball.

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Let me see the ball.

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What's happening with it.

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So the ball we can see is actually

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dynamic animated it's passive.

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Let's change this to mesh.

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Possibly.

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There we go.

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That's a little bit better.

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So we need a change the rigid body constrain or collision type from convex hull because you can see

121
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when this is here it's having some weird effects and change it to mesh.

122
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All right.

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Now let's increase the bounciness back up hit all day and you could see what's happening.

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Pretty cool.

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So that is rigid body physics.

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One last thing I want to take a look at is basically over here.

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This is a rigid body physics so it's actually not animated but we could turn this into an animation.

128
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If we go over here we could see that this has no keyframes in here besides the road.

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Or actually let's take the ball for example because this has two two key frames and they're rotating

130
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it but the ball has no key frames in there.

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This is right here you could see little orange frames.

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And this is basically blender that calculated the rigid body physics of it and kind of temporarily saved

133
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it here so that it doesn't have to recalculate it every time.

134
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But as far as keyframes there are none here.

135
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Now we could actually turn this rigid body simulation into a keyframe animation so that we can have

136
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more control over it in the future.

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And the way we do that is just going over here.

138
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You could apply.

139
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You could actually go here and bake to keyframe.

140
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So it will bake the rigid by simulation to key frames so let's go ahead and click that and we're going

141
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to put the end frame.

142
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Let's just put and frame 150 so that's not too much.

143
00:09:43,920 --> 00:09:47,730
And then click OK.

144
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Now you could see that what they that's turned this rigid body simulation into an actual keyframe animation

145
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of our ball and we actually go in here and now that they're keyframe we could even delete some of the

146
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key Fringe's by hitting Alt.

147
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I if we want delete keyframe and really having more control over this and even going in the graph editor

148
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and having more control because now you can see that in our physics our rigid body tab it's no longer

149
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a rigid body but it is an animated object.

150
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So that's a really cool way that you could also do some of your animations using the rigid body and

151
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then converting it into a keyframe animation.

152
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All right.

153
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I think I drove that point home long enough again again repetition is the mother of all skill.

154
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Sorry if I repeated it too much but I think you get the point.

155
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So that's rigid body physics.

156
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Super cool super awesome.

157
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And just go crazy have some fun with it.

158
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I'll see you in the next story all of us.

159
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All right ladies and gentlemen here we go.

160
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Here we go one more time to see the reality in the lie.

161
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You have to be willing to say goodbye to what you once believed in for so long and once you let go you'll

162
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become so strong.

163
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All right.

164
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Once again what you believe is not necessarily true.

165
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So take a look at what you believe.

166
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Appreciate you guys and believe the one thing that blender is awesome.

167
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So I'll see you guys next Tauriel.

168
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Chop.

