Blender Bullet Physics Engine

J3
KidsTronics
Published in
5 min readDec 30, 2017

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Work With Animations — Blender Serie — Episode#02

Sit Back And Let The Engine Take Over! Lights-Camera-Action!

In this post, I’ll show you how to make this animation in 10 steps w/Blender.

cloth_falling_simple_art

Only Ten Steps Are Necessary… Do You Believe? Sound as a bonus. CheckItOut:

First, Find the latest version of Blender (this’ 2.79 version); Down n Install It.

Step 0: Shape

Start by pressing Object Modifiers Tab (those with a spanner tool) on the right side;

Step 1: Modifier

Add Modifier Subdivision Surface, type View = 3;

This will subdivide the cube and shaped it into a sphere;

Step 2: Plane

Now press 5 and 1 on Numpad to put the image on Front Orthographic View, and click right up to the sphere to position the 3D cursor;

By pressing shift A, select Mesh > Plane;

It will be the flannel cloth that will fall to anywhere the Wind Blows (in this case, right up into the sphere);

Step 3: Subdivide Plane

Press 7 in Numpad to Top Ortho View, press TAB to Edit Mode and in Tools > Add > Subdivide click four times to subdivide the plane;

Press S to scale it a bit larger;

Step 4: Weight Zero

With all vertices selected, click Data Object Tab, + Button on Vertex Group, Rename to Net, Press enter, Set Weight to zero, and click Assign button;

Step 5: Weight One

Click A, to deselect vertices, and with RMB (Right Mouse Button) with the Shift pressed, select the two vertices at the extremes.

+ Button on Vertex Group, Rename to Pins, Press enter, Set Weight to one, and click Assign button;

Step 6: Soft Body

Now, type A, two times, to deselect and select all vertices, go to Physics Tab, and enable physics by clicking on Soft Body button.

Step 7: Soft Body Goal

Set Net as Vertex Group on Soft Body Goal configuration;

Step 8: Sphere Collisions setup

Now type 1, to return to Front Ortho View, click A, to deselect everything, Tab to Object Mode, RMB to select cube (shaped like a sphere), and on Physics Tab, enable Collision for it.

Step 9: Play Animation

Type Alt + A to play the animation, or click the Play button on Playback Console.

There you have it!

Step 10: Sounding it!

Now you need to add the sound.

First, find the file you want to use as your sound effect. You can download from my Google Drive one example.

Switch the viewport Outliner to Video Sequence Editor; Click Add Sound; Browse to your sound; Type N to edit position.

Navigate to where you downloaded the song (mp3), and sync as the video goes (type N to tinkering with numeric properties on Video Sequence Editor) and now I think it would be interesting to show how to your family and friends where did you get with your Blender ability! \o/

To Rendering it go to Render Tab (the one with a camera), Output, set directory to output video (mp4), FFmpeg Video, codec H.264, and wait for rendering the video, after a click on menu Render > Render Animations (Ctrl+F12).

If you look at it with no textures (seen in the top picture) or the texture will show up almost in the dark, so you do need decent lighting for a decent render, right? But this is an issue for another video ;)

BTW, have you heard about the term Anisotropic?

This is a must in blender community recently, it’s because the last release (2.65) included a new blender shader called Anisotropy...

This new shader allows you to create some complex materials like brushed metal, vinyl, saucepans, kitchen sinks and other materials which have been sanded…and bla…bla…bla…

…But this will be a matter for my next post…

Bye for now… I caught you in the next video!

If you like this post, please consider subscribing to my Youtube channel and Medium page :)

Give it up a thumbs up because it is a huge bonus for my channel:)

Read more…

The Blender Game Engine (BGE) is based on Rigid-Body Physics, which differs significantly from the complementary set of tools available in the form of Soft Body Physics Simulations. Though the BGE does have a Soft Body type, it is not nearly as nuanced as the non-BGE Soft Body. The inverse is even truer: it is difficult to get the non-BGE physics to resemble anything like a stiff shape. Rigid Body Physics does not have, as an effect or a cause, any mesh deformations. For a discussion on how to partially overcome this, see: Mesh Deformations.

Download All The Files for This Project

References & Credits

Episodes: #01#2#03#4 #05#6 — #07 — #8 — #09 — #10

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J3
KidsTronics

😎 Gilberto Oliveira Jr | 🖥️ Computer Engineer | 🐍 Python | 🧩 C | 💎 Rails | 🤖 AI & IoT | ✍️