WEBVTT

00:00.360 --> 00:03.140
Welcome to copying physics properties.

00:03.150 --> 00:06.500
So where is the physics data actually stored.

00:06.600 --> 00:08.030
Well see in a few moments.

00:08.040 --> 00:11.580
Physics properties are not linked to the objects or data.

00:11.580 --> 00:12.980
Data block.

00:12.990 --> 00:17.460
As you might think they are like the materials are when you set those up.

00:17.460 --> 00:23.430
Now they are part of the scene data block and this means that unfortunately when you append an object

00:23.460 --> 00:25.450
that you've set physics up.

00:25.650 --> 00:30.780
Well the actual data itself is not going to come across for the physics set up you'd actually have to

00:31.080 --> 00:37.980
import or sorry in append the scene itself into a new blender far because that's where all the properties

00:37.980 --> 00:39.080
are stored.

00:39.090 --> 00:42.300
Now you cannot make links to the physics either.

00:42.300 --> 00:48.180
So when you used to use and control an L to steal the material data from another area there's no option

00:48.180 --> 00:48.870
for physics.

00:48.870 --> 00:53.460
Perhaps that will change in the future that will be very useful but it's not possible at the moment

00:53.790 --> 00:57.090
simply because we're stored in the scene data block.

00:57.090 --> 01:02.160
Again it's not stored as part of it objects or the object data day to block.

01:02.160 --> 01:09.000
You can however still copy from an active mesh object and will it go explore that now and hop on over

01:09.420 --> 01:10.450
into a blender.

01:11.540 --> 01:17.270
Okay so were over in blender here we have aged the standard cubes we would do normally that sets some

01:17.270 --> 01:18.500
physics up on it's us.

01:18.500 --> 01:20.180
Go ahead and just add it.

01:20.230 --> 01:24.920
A rigid body like we've done before and let's go ahead and play that.

01:24.950 --> 01:32.720
So one of the ways that you can get data from one object to another is of course copying or duplicating

01:32.720 --> 01:34.310
the object itself.

01:34.310 --> 01:40.460
So let's go ahead and stop that from playing that's go back to frayne's ZERO again and using shift and

01:40.460 --> 01:46.670
D we can duplicate our cube and both of them now have physics properties apply to them because it's

01:46.670 --> 01:49.190
derived from the original.

01:49.230 --> 01:55.400
Now if we change it with let's say we go in use all the and make a linked duplicate and just to remind

01:55.400 --> 01:57.530
you that means that they are linked.

01:57.530 --> 02:02.690
If we scale them in edit mode they will scale on both of them scale because they are actually the same

02:02.690 --> 02:03.560
mesh data.

02:03.720 --> 02:04.430
Now.

02:04.510 --> 02:10.700
They will all have the same ply But of course if we set this one having a mass of 5 If we go to this

02:10.700 --> 02:15.260
one it will have a mass of one and this one will have a mass of 1 as well.

02:15.260 --> 02:19.720
And of course that in itself you would think would be a little bit problematic.

02:19.720 --> 02:22.060
It is if you don't know how to handle it.

02:22.100 --> 02:26.300
So first of all before we go any further Where is all of this data stored.

02:26.300 --> 02:29.150
Well it's actually in the scene itself.

02:29.150 --> 02:34.370
And if we scroll down so in the Properties window there is the scene tab it looks like a ball in the

02:34.370 --> 02:35.410
cylinder and a.

02:35.600 --> 02:37.840
I suppose it's a lamp next to it as well.

02:37.830 --> 02:41.330
I can't quite make all of that out but we've got a series of options.

02:41.330 --> 02:47.840
We've got gravity in here now that does affect our scene so if we changed to where the gravity was coming

02:47.840 --> 02:52.760
from at the moment it's set to nine point eight one which is meters per second in this case.

02:52.940 --> 02:57.120
And if we end up just playing it by default.

02:57.350 --> 02:57.940
There we go.

02:57.980 --> 02:59.290
The others just disappeared.

02:59.570 --> 03:05.150
So that basically means that after one second these queues will be travelling as they've accelerated

03:05.150 --> 03:07.670
at nine point eight 1 meters per second.

03:07.700 --> 03:12.650
They'll be travelling at nine point eight one meets per second so after a second if you want to know

03:12.650 --> 03:18.530
the full equation you can go hop over onto Wikipedia but they will have travelled around 5 meters or

03:18.530 --> 03:25.400
so after a second or in this case blender units B because one blend the unit and one meter are pretty

03:25.400 --> 03:28.980
interchangeable when it comes to the default scene that we have.

03:30.280 --> 03:31.650
Now these are falling away.

03:31.650 --> 03:32.530
That's absolutely fine.

03:32.530 --> 03:39.390
If I Antec rigid body world well the physics just stops working because that's where this data is stored.

03:39.400 --> 03:43.620
Now we've got some other options down here the useful ones down here.

03:43.690 --> 03:48.640
And these are some of the trip ups that you'll come across the gotcha's.

03:48.640 --> 03:54.820
We can change the steps per second we can change the solver iteration the higher these numbers the slower

03:54.820 --> 03:58.640
your calculations are going to be but the more accurate they should become.

03:58.810 --> 04:04.330
Don't go too high though other ways you can also give some very undesirable results where things just

04:04.330 --> 04:07.300
go flying off into the aether to stop these things falling.

04:07.510 --> 04:07.860
Okay.

04:07.900 --> 04:12.480
The one that usually gets people is this rigid body cache.

04:12.520 --> 04:17.480
Now if we open that up we can see it starts at 1:00 and goes to 250.

04:17.500 --> 04:22.420
And it says we got 50 frames in memory and it's taking up 12 killer bytes.

04:22.540 --> 04:23.140
That's fine.

04:23.140 --> 04:28.480
That makes sense if we change any of the settings to do with the physics that's go over here and make

04:28.480 --> 04:31.360
the maths two and go back here.

04:31.450 --> 04:33.490
We should see that it says outdated.

04:33.490 --> 04:34.310
No it doesn't.

04:34.310 --> 04:39.000
Let's just change something else the friction and go back here.

04:39.010 --> 04:41.410
Perhaps it needs to be running to be outdated.

04:42.250 --> 04:42.670
There we go.

04:42.670 --> 04:44.810
Cash is out.

04:44.810 --> 04:47.920
And if I pull this open he says outdated.

04:47.920 --> 04:48.540
There we go.

04:48.550 --> 04:50.060
So the cash is outdated now.

04:50.170 --> 04:53.840
The important thing here is the start frame and the end frame.

04:54.040 --> 05:00.670
Now if you were doing quite a long simulation at the moment it would literally stop after 250 frames.

05:00.670 --> 05:09.300
It doesn't matter if you've changed the setting down on the time line to be 300 400 500 It doesn't matter

05:09.310 --> 05:10.480
2000.

05:10.480 --> 05:16.140
It will still stop the simulation after 250 frames and that is something that will catch you out.

05:16.210 --> 05:21.590
If you all do less doing a Domino's scene for instance where one block is hitting another and there

05:21.590 --> 05:28.490
cascading down well after 250 frames or 10 just over 10 seconds at 24 frames per second.

05:28.510 --> 05:34.000
Its just going to stop and if you wonder why go and check out this setting here the rigid body cache

05:34.000 --> 05:36.360
is literally storing the information.

05:36.370 --> 05:41.830
Now what we don't see with these simple cubes falling Let's go back over here is it's kind of locked

05:41.900 --> 05:43.720
24 frames per second.

05:43.930 --> 05:50.230
If it was a more complicated simulation we would see it drop down perhaps even less to one frame per

05:50.230 --> 05:50.860
second.

05:50.860 --> 05:56.940
But once it's run that it's actually stored those 50 frames in this case into cash.

05:57.040 --> 06:00.550
So it doesn't have to recalculate the movements every time.

06:00.640 --> 06:06.810
However everything that you change will actually make the whole cache out of date.

06:06.940 --> 06:12.260
And that's that's the case sometimes you'll do something whilst the animation is running and things

06:12.260 --> 06:16.050
just explode or fly over the place and you just wonder what's going on.

06:16.180 --> 06:21.850
Well if that does happen just reset the simulation or let it loop round any way especially if it's a

06:21.850 --> 06:23.960
short simulation like 50 frames.

06:24.160 --> 06:31.360
So now we've got all of these cubes all set up what we can do is copy the physics from one to another.

06:31.540 --> 06:37.280
Now this is available in the tool shelf under the physics pane and every year.

06:37.300 --> 06:39.110
That's the fifth one down here.

06:39.250 --> 06:41.290
Now we've got a button that says copy from active.

06:41.290 --> 06:46.350
So the easiest way of doing this is well there are a couple of ways of doing it.

06:46.360 --> 06:51.940
But the easiest I've often found is to move all of your objects that you're working with to a separate

06:51.940 --> 06:52.390
layer.

06:52.390 --> 06:58.900
That's one way or in the outline a D select the selection for things you don't want or that you're not

06:58.900 --> 07:01.920
working with at the moment so we've got these three cubes.

07:01.960 --> 07:07.570
Now if I select everything with the aiki is only those three being selected and I can also move them

07:07.570 --> 07:15.160
to another layer like layer 2 and then when I'm looking at that I can simply just hit a and select everything

07:15.160 --> 07:16.960
that's on that layer.

07:16.960 --> 07:23.290
Now I select the one hour and want to copy the information from first it will go that light orange colour

07:23.560 --> 07:24.640
on the origin.

07:24.760 --> 07:26.260
Now because they got physics applied.

07:26.260 --> 07:30.650
Unfortunately we can't look at the actual outline because that's just gone green.

07:30.730 --> 07:32.940
Now let's have a look and see the settings.

07:32.950 --> 07:40.330
Let's give it a friction of one a bounciness of point five and a mass of 10 which we definitely can't

07:40.330 --> 07:44.480
see and let's change it from convects hole to mesh just for this instance.

07:44.590 --> 07:51.610
Now now we've got all that set up we can hit the A key twice and you see that the other origins for

07:51.610 --> 07:59.530
these particular cubes are a dark orange in now if we hit copy from active it's copied the physics data

07:59.770 --> 08:05.260
from this cube to the other two and if we can go and click on them we can see that that is in fact the

08:05.260 --> 08:05.600
case.

08:05.600 --> 08:08.800
They're now all contain the same physical properties.

08:08.800 --> 08:14.530
Now this can be a great way of let's say setting up a scene with multiple lights and you just all set

08:14.530 --> 08:17.590
them up with the same physical properties and then go in to tweak them.

08:17.590 --> 08:24.400
Or indeed if you've got lots of duplicate objects that are actually the same that do need the same physical

08:24.400 --> 08:27.580
properties you can apply across the board.

08:27.580 --> 08:31.500
So now just to practice this I've got a small challenge for you.

08:31.960 --> 08:35.370
I'd like you to go ahead and copy some properties.

08:35.470 --> 08:42.250
So go ahead and set up a scene with five falling primitives and a slightly sloped ground plane so it's

08:42.250 --> 08:48.190
a bit more interesting when they hit it make all of these mesh objects saying that they share the same

08:48.250 --> 08:49.610
physical data.

08:49.750 --> 08:53.510
So they're all going away the same have the same bounciness et cetera.

08:53.800 --> 08:56.950
Now remember to make the ground plain passive.

08:57.010 --> 09:01.840
Otherwise it's going to disappear with all the others and nothing will hit one another which wouldn't

09:01.840 --> 09:02.990
be that exciting.

09:03.010 --> 09:03.670
So go ahead.

09:03.680 --> 09:06.200
Pause video now and give that a go.

09:08.430 --> 09:09.960
Okay guys welcome back.

09:09.960 --> 09:13.670
Let's get set up a scene and hop on over into a blender.

09:14.040 --> 09:15.150
Okay welcome back sir.

09:15.150 --> 09:17.730
We have three cubes here.

09:17.730 --> 09:19.440
I'm going to get rid of two of them.

09:20.300 --> 09:20.960
That's fine.

09:20.990 --> 09:21.400
Okay.

09:21.410 --> 09:27.440
I'm going to add in a plane and just scale that up massively So we've got something there and I'm going

09:27.440 --> 09:34.250
to save my file as well and call it 5 falling objects.

09:34.370 --> 09:40.370
I cannot see my microphone so hopefully that's I can't see through my microphone five falling objects

09:40.450 --> 09:42.110
just got capital in the wrong place.

09:42.110 --> 09:44.730
Anyway enough of my keyboard wizardry.

09:44.750 --> 09:51.740
Let's just play Well let's set all let's add are other objects him first so what else can we have.

09:51.740 --> 09:52.970
Let's have a cone.

09:53.210 --> 10:00.520
And for excitement's Let's actually have the cone rotated X by one eighty six pointing down.

10:00.530 --> 10:02.730
Who knows which way it will actually fall.

10:02.960 --> 10:03.430
Let's hear.

10:03.440 --> 10:09.430
Add in a nother meche let's add in Suzanne the monkey she's always useful to have in a scene keeping

10:09.450 --> 10:11.630
an eye on us and our antics.

10:11.630 --> 10:17.150
There we go there's Suzanne a schifter over here so she's not getting a cone falling right on top of

10:17.150 --> 10:17.600
her.

10:17.630 --> 10:20.540
And then of course that's three so let's go in.

10:20.540 --> 10:24.110
Now I've got three extra things added in so let's see.

10:24.110 --> 10:31.460
That's all teapots are that's going to come in pretty large that's shrink it down just a little and

10:31.460 --> 10:32.570
move over here.

10:32.570 --> 10:33.500
And what else have we got.

10:33.500 --> 10:34.450
We got one more object.

10:34.450 --> 10:35.460
What shall we have.

10:35.540 --> 10:36.770
Choices choices choices.

10:36.770 --> 10:42.410
Let's go for a cylinder and let's tilt it on its side.

10:42.410 --> 10:45.380
So I'm going to rotate it round the y axis by 90.

10:45.380 --> 10:45.950
There we go.

10:45.950 --> 10:48.410
So that's a great starting point.

10:48.500 --> 10:49.610
And now I'm going to.

10:49.610 --> 10:54.800
This one's already got physics properties enabled so I'm going to select everything from that go over

10:54.800 --> 11:01.730
to the physics tab and copy from active and then remembering to set this to passive.

11:01.790 --> 11:04.190
In fact I can just hear and passive over here.

11:04.190 --> 11:09.370
That should work it's not rotated yet so that's were it's hates it ever so slightly.

11:09.620 --> 11:11.930
And let's see what happens when we go ahead and play.

11:11.930 --> 11:17.520
Now we've only got 50 frames so I'm going to up this now to 200 just to see what happens.

11:18.450 --> 11:19.880
It turns out yes.

11:19.920 --> 11:20.320
There we go.

11:20.320 --> 11:22.410
The cone does indeed fall over.

11:22.410 --> 11:27.270
Now of course we could make things a bit more interesting we could make the floor a little bit more

11:27.270 --> 11:27.990
bouncy.

11:28.010 --> 11:32.580
And let's go to this cuber make that very bouncy in the friction a little low.

11:33.490 --> 11:33.910
There we go.

11:33.910 --> 11:39.310
So the cubes bouncing about was probably a bit too much bouncing this bouncing.

11:39.340 --> 11:40.150
This a new word.

11:40.150 --> 11:47.350
Never mind let's select these other objects and then copy from active which will be this first one again

11:47.650 --> 11:48.480
copy from active.

11:48.490 --> 11:49.180
Let's see what happens.

11:49.180 --> 11:50.880
Now they're a bit Pouncy Yeah.

11:50.980 --> 11:51.910
Excellent.

11:52.060 --> 11:52.960
Lots of fun.

11:52.960 --> 11:54.010
How did you guys get on.

11:54.010 --> 12:00.250
I hope you're getting the hang now of the physics engine as you can see it's got quite a bit of potential

12:00.520 --> 12:03.750
and quite a bit of confusing settings over here.

12:03.880 --> 12:08.950
But rest assured we'll get to the bottom of most of it and we'll have lots of fun whilst doing it.

12:09.130 --> 12:15.220
Please share your five falling objects in the discussions on the forum and I will see you guys in the

12:15.220 --> 12:16.280
next lecture.
