10 Top Tips for Rigid Body Tags in Cinema 4D (Dynamics for Beginners)

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[Music] hey how's it going this is Rory from write my funeral that was right by the way so welcome along this is a kind of cinema4d tutorial it's one of my tending videos this one particularly is about dynamics tags I get asked about dynamics tags quite a lot how I achieve certain things and I thought let's put together a collection of things that I think are really important right from the basics down to some of them slightly more advanced it's not too advanced but it's all it's a really useful stuff let's get stuck in okay so you joined me over here in cinema 4d and here I have a basic scene set up because we're going to cover the basics of the tags I have three items here a plane which will act as my floor a cube and a sphere now the plane I want to use a simulation Collider bodytag and what this means is this will interact with the physical world inside of my scene but it will not be affected by gravity so therefore it won't fall so it's perfect for a floor my cube I'm going to do simulation rigidbody so now my cube will fall be affected by gravity and interact with other things so it lands on the law perfect the sphere I'm going to do two simulations soft body and basically what this is doing is that it's adding connectors between all of the polygons which means that it can distort the shape so therefore it acts like a soft body all of these tags are basically the same tag it's just the configuration that's different so the idea that you can right-click and choose one of the these tags is just purely for Speed the other one here is the ghost body now this is a very special tag it's something that's actually really useful but it's quite specific what you use it for a ghost body will allow you to trigger a physical reaction with another object but it won't impart any force onto that object so you can use it to turn on dynamics for now as I say we're sticking to the basics so that's these three these will act exactly as we've talked about so far but we can change any of these so for example if I go into my plane here what the difference is is the dynamic is switch to off and that is basically we replaced that word with affected by gravity and that's what that is if I turn that on you will see that now basically everything Falls because it's affected by gravity so I can turn that back off and we're back to where we were in the same way my cube that I put the rigidbody tag I can basically turn that into a collider by just setting that to off now the cube will no longer fall however it is still affected by the physics system and I can even move it around and a nudge my my ball through the floor like that if it is set with dynamics on I am no longer able to move this cube during the animation see the animation is playing and I cannot move or adjust this cube I can move and adjust the plane because it's not affected by gravity so that's working as expected but the cube we cannot do even if I pause it if I'm not on frame 1 I cannot move this cube and that's because of the fact that the gravity is affected it it's half way through a calculation you need to put it back to its starting point and then you can move it around another basic but really important element is the collision shape now cinema will try and do its best to work out what is the best collision shape or your item but sometimes you just need to tweak it so to give you an example of this I will just create a tube and I will make that a bit bigger and let's let's just move our cube out of the way and we'll use our sphere right so I want to make sure that the sphere can fit inside my tube so I'm just gonna up my inner radius like so if I press on simulation and make this a Collider when I press play we're lucky cinema was able to figure out that I wanted that inside to be Hollow now on some older versions of cinema because this is our 21 it will not do that so it will automatically default to automatic like this so what you will actually then see is something along these lines and if you're not sure why that can be incredibly frustrating so basically what you need to do is come in to the tag and change the shape to one of the options here now the most easiest to work with is moving mesh or static mesh now you do you have to remember that these can affect the processing time for the calculations of the physics if you have a very complex model so this is a balanced thing but if I check set this to static mesh now you can see the whole inside works if I'm planning to animate this then I need to ensure I set it to a moving mesh so that cinema knows that this is going to be animated and moving around and that's basically it for the tags on how to get started with them and just start using and playing around so something like it's used a lot ease the friction settings so if we go into simulation rigidbody we can see here under collision we've got a couple of other options here we've got bounce collision noise and friction collision noise I rarely ever touch because it's kind of fine as it is it's just a minor thing just so that if there are lots of objects hitting the floor together they kind of you know they don't they don't all bounce in a uniform way so it basically just makes the bounce as ever so slightly different friction is exactly as it says it's the friction on how slippery it is and then bounces how bouncy it is so there's a pretty useful things and if we make our floor maybe at a slight angle and we take our cube and put it up to here at the top if I press play then we'll see here that the friction is causing it to not slide down however if I go to my cube and I set its friction to ten we should see a slightly different response there as that's now sliding down and of course we can also affect the friction that's on the plane as well so if we've done both of them this is now basically an ice rink so items will just slide down super quickly we can animate this we can use keyframes to even change this but let's just put that back to a hundred we also here have a bounce option so if we put this back to a hundred as well and we set the bounce to 50% now when we press play we'll see that it kind of is very different from the first time and depending on how high that balls will depend on how much bounce there is really bounces best with a on a cube it doesn't make a huge amount of sense that it's particularly bouncy so let's just delete our cube we'll create a quick sphere pop that into there let's just look at the difference between bounce let's move this ball to here and here let's just flatten our plane again we'll create three balls let's just do this as a little experiment our first ball will have the 5% bounce the next one will have 50% bounce and then the next one will have a hundred percent bounce and then we can just get an idea of the difference so that it's it's pretty self-explanatory and you can see that one's still going 100 percent bounce I think that that means that that will never ever yeah that will basically bounce forever and never lose momentum which is quite amusing really so that's all quite straightforward the one final thing I will just mention here is the friction it's 90 percent but it's not limited by percent you can scroll that up in percent so you can have something that is three hundred percent friction just as a little a little extra note [Music] there are some rather useful settings in the project if we press ctrl + D we will see here under dynamics we've got a few tabs just as a quick overview of what we've got here we we can enable dynamics in general switch on or off the time scale the gravity density air density is all configurable from here and we can even keyframe it so we can change it about so for example the time scale what this would be used for is if I create a cube and set a rigid body on that and press play it will start falling brilliant now if I go to frame 19 control D and I keyframe to frame 40 down to say 3% what we will now see is that cube Falls and this suddenly does that whole slow-mo falling super slow thing this is really cool I've done a few tutorials I use this all the time in my rag doll videos I absolutely love this effect that's really important one gravity it's as it says is the gravity setting and you can adjust this up or down you can even go into - so if I hit - on that then my cube will fall upwards so you can play around with gravity as well caching is super important if you are using a motion blur inside the physical renderer or if you just want to generally speed up and confirm exactly what's gonna happen always set up your scene and then always bake it into the cache fist let's really quickly do this one it will do 99 99 99 and we'll set this to grid array ten ten ten and hundred hundred hundred there we go so we've got this big load of boxes and go cress cylinder and we're gonna pop that there and make that a Collider body and just hit play and we should see this all falls down now you can see that it's running okay but it's not that fast right and also if I try and scrub the timeline it only calculates forward so this isn't much good for setting up timings and things like this so this is why we would now bake this so I'm just gonna reduce the number of frames so it's a little quicker control D go to cache and do bake right that is now baked so I can hit play and you'll see that this is already running much much better and if I grab my timeline I can scrub through it I can see exactly what happens and when absolutely brilliant perfect and we tells us the size that that's going to be and we can clear this if we wish and rebake it world is our lobster look at that wonderful something just to mention here is we can actually cache individual tags themselves that would the sooner it doesn't make sense because that's a Collider body but here in the cubes we can actually come to cache on the tag and bake just this tag if we want so let's hit control D again and we'll go back to our tabs here so we cover general cat and cache and let's have a quick look in expert okay so collision margin now here you'll see that mine is set to 0.1 by default this is set to one centimeter which means that you'll have it was a slight gap around your items so if you ever feel like your items aren't quite sitting on the floor then reduce this I tend to do it anyway I always just put it down to not point one you occasionally you may want to do a bit you may want something else but generally this does most situations there's a bunch of other settings in here as well the one that I'm going to talk about here is the steps per frame this is basically how much effort it puts into working out the physics calculations so the higher this number the longer it will take to work them out now just to give you an example of something that often happens with this if let's see if that we can get away with this we'll go to dynamics customer initial velocity and I'm gonna set this to minus 5,000 and now when I hit play all those cubes will fly at the floor and add you see how a bunch goes through the floor that's basically because of that number so if I now rewind and go back to control D so let's put it up in small increments let's go up to 10 and see if we still see things fly through the floor so nothing flew through the floor however this is something that I often find is things tend to be a little bit more bouncy the higher this goes I think the more bouncy we get so if I just said it to 25 you'll see that obviously now it's taking much longer to recalculate it but yeah we're getting this very odd behavior like this could be correct I don't know that doesn't feel right to me but let's go crazy and put this up to 100 like we know we're not getting anything go through the floor but yet everything is flying upwards a lot and as soon as I hit 5 everything then starts to fall back down I can't look though occasionally I have used it where I keyframe this so that when things first make a big impact it's quite high but then I actually drop this back down for the rest of the animations while it's just doing all of this sort of stuff because this doesn't need a lot to figure out but we did resolve the problem of it all coming through the floor so that's where you do that finally I just wanted to mention this last tab here which is visualization this allows us to see kind of what our physics are doing and and various different information about what's happening in the scene so basically if you've ever got a situation where you cannot see why something is being stopped like for example perhaps there's a sphere and it's got a Collider body and if for whatever reason like for example this sphere is set to box when you hit play obviously it will act kind of unusually and if you're ever unsure you can just press control D go to visualization enable that and then you will see ah it's because of this box here just a useful little thing there [Music] physical items inside of a cloner a good abort power so we'll stick with a basic cube you may have seen in some of my videos I occasionally use this because I'm a little bit obsessed with cubes and physics and stuff like that but whatever so let's start with our cube it's 100 by 100 and we'll put that into a cloner hold down alt so we'd only have to press it once and let's set the cloner to a grid array and then my size I set them to a hundred so we'll do a hundred by a hundred by a hundred and then do ten in each row and that gives us our cubes now it'll run the calculation will be really rubbish we just need to right click simulation rigidbody this will be super slow because they're all kind of intersecting it was a slightly because they're exactly on one another so we've got a couple of ways we can do this we can reduce the size of our cube ever-so-slightly or we can just put something like nought point 5 into our into our cloner just so that the cubes aren't quite touching and then there's a little bit of a gap between them we can also do control D coming to expert and ensure that the collision margin is a very minimum so naught point 1 there we go and now when we press play we can see that that's now much better they're quite bouncy that's all good but this is how I'll often create a stack of boxes that I then throw something into or do something fun with another thing you can do is instead of doing a grid array you can do linear and you can push them up to like 110 and then just maybe stick hundred in there and press play and they'll all start falling and this is quite a good way to litter a scene with items so now all my pieces are in their position I can now hit pause come to the tag and click dynamics and then set initial State and if I click on that and rewind that's now where those ones will stay and I could maybe grab another cube oops that's and put that into a cloner as well and do same sort of thing again I guess but let's add 300 so that there's tons and hit play and now those cubes will also interact with those other cubes and it's kind of doing what you would expect and it's all groovy and all wonderful there we go so that is using in side of a cloner there there are some other features as well there's a ton of other things that you can do with it like this but this is kind of a good good start just to start playing around with them [Music] okay so triggering an impact this is something it's quite interesting as I always say there is a ton of different ways to go about achieving this so I'm just gonna go through the most common ones that I tend to use ok so I'm just gonna set up a quick scene I'm bit fed up with this whole boring look so I'm gonna utilize in video just to make a studio and then I'm going to pop in a rag doll from one of my other projects he's a little big he's a little big so I'm gonna shrink him down I'm also going to fix that access point this is nothing to do with this tutorial it's just because that is a slight problem that I want to fix here to speed things up there we go he's now sitting dead on the floor and all the physics are set up because in video the physics for the floor already set up and his he's already done so he will fall and collapse brilliant ok so he does what we would expect him to do now what if I don't want that to trigger straight away now there's as we we talked about earlier we can do the whole thing where we keyframe the to not start but another way that I like to do is to actually come into the the physics tag for him and I will actually set it to trigger on collision all right so now if I hit play obviously nothing happens because it's waiting for something to hit this now this is where I'll use something like a box and I will often hide this so that you don't see the box the box is what triggers him and then something else is in the scene that seems like it is so for example if he was getting kicked by another model I would actually have something like this do that and send him flying just to show you how that would work I need to set a simulation Collider body now there's a couple of points here actually I'll just show you the way I do it first of all so with that off if I press play I can now move that into him and you'll see that he falls but obviously you've got be a little bit careful because there he hasn't let go of his arm so he's now dangling so you have to kind of time it right which is why this is a little bit tricky so if you do it like a good hit you can you can make some pretty cool-looking effects of him being hit in there pretty decent weight now you can then keyframe this moving around but there's actually there's a quite a smart way to do this if I press shift and see this gives you the search and you can type in CA PP and that will give you cappuccino and this is a really handy little gizmo to basically do it's not motion tracking it's like motion animation so this is in After Effects you use this quite often if you want to simulate like a cursor moving something around or or whatever basically this will keyframe the any movement you give this in so that you don't have to set it all manually and all I want to do is make sure it's position is checked and then basically that's it if I press Start now as soon as I move this you'll notice that the keyframes start moving so there it goes boom and boom right and that's now done that wasn't a very good one actually it was a good one right so what we could now do is hide our cube and there we go we go from standing to falling so I can now synchronize something else happening in the scene to make it look like that's what's knocking him down so this is quite a nice one another thing that I do often use in a very similar way I'm just going to delete that cube for now we'll turn off cappuccino so we've seen all of that another one is this other setting called ghost and basically what I might do is make a cube that is as big as our guy here I will set this cube rigidbody simulation you can either do it there you can select ghost or go to Collider and just change the dynamic to ghost doesn't matter but basically if I press play and then move this cube down it kind of just triggers him so he now just Falls so this is a again it's a method I use quite regularly you can do from down up or up down and it sort of always gives you a quite an interesting one I'm going to make the cube little bit bigger so he gets that hand there we go right that's definitely now big enough so if we hit play we pull that down and there we go so it's kind of a good way to just sort of have him come to life like that you see and you can keyframe that in exactly the same either way so they're the two methods I use the most for triggering dynamics from static to on or whatever [Music] okay so objects in an Alembic I think I've pronounced that right but basically if you've got a really really complex scene with a lot of complex objects being generated in something like an emitter but the best way I've found to bake this is to use a limb bit if you just break the cash from an emitter it doesn't seem to always work so well so let me just demonstrate this so let's go for a good old-fashioned cube and we'll pop that inside simulate particles emitter right assuming that you're fairly familiar with how emitters work I'm just gonna basically make sure that we're making plenty let's do 300 to stop and we're gonna create a hundred of these cubes and just to show you over see if you do that we just see that particles coming out what we want it to do is use that cube which is the child of the emitter so we did show objects and now the cubes will be coming out obviously there's no physics there so we need to enable simulation rigidbody and then all of our cubes will start flying out everywhere now obviously cuz they're spawning in one another they're going to be flying out all over the place so if I make the emitter that little bit bigger it also makes the cubes bigger because it's a child of it so come on bro if we go to emitter here and we make this say 1,000 something like that there we go now all our cubes will pop out into existence and start filling up the scene okay grant let's reduce some of the effort here so we'll put this down to 250 and we'll stop the emission at a hundred there we go just so that we don't go too mad right there we go so we're creating a bunch of cubes and they're all falling into their positions and now they'll stop and there we go we now have all of our stuff and if I do what I did earlier where I come into here and click bake so now if we scrub through the timeline we can see it's working exactly like we would have expected it was you know but if we rewind and go forward a few times look it goes a bit crazy and okay so if I just click here here here okay no so that didn't work so basically this hasn't cashed properly in my mind that's not right at all and if I go back to here it will generate some more and if I go back to here it would keep generating keep generate so basically yeah that that's that's a problem so what can we do to get around this so let's clear that cache and let's go on our emitter we right-click and we can do bake as a limbic we can do back-end delete but we'll do bake as a limit for now okay this will ask me where there he'll I want to store this file so I'm just going to choose somewhere quick then it will start exporting basically that emitter and all that data as its own kind of file so it's its own model inside of our scene once that's done we then have this so we have emitter and we have emitter geo if I now just yeah we'll just delete the original one but now if I scrub through the scene I can see all my cubes appear but I can scrub this and I can do as I wish because that is now fully baked in animation you have to remember that is baked properly so you can't now just modify easily uten so that's why I didn't necessarily want to delete that emitter I maybe just hide it turn off the dynamics or whatever and then if I needed to change I could do it again but basically the geo is all of our geometry and the emitter this is our emitter particles so to be fair we don't really need that one we just need that one and that's it that's there we go boom and what you can also see is that it runs really nice and fast so it just makes it a little bit more manageable if you're dropping a lot of objects that have a lot of detail to [Music] okay so I've been asked this a few times how do I fill up an object's like for example in the last ragdoll video I had a box that was full of cutlery so basically we need our object for things to appear in so let's just start off with we'll go with a good old-fashioned straightforward cube that's it perfect we'll make that editor ball let's grab the top and press I think that in and then extrude it down and there we go we've now got a container let's say and we right-click on this simulation Collider body because this isn't going to move now I need to fill it up with stuff a couple of the ways that I like to use to do this is cloner and let's fill it up with I don't know capsules just so that it's something different from spheres and so on let's put that on so that we can see we don't need quite so much geometry in there so we can reduce that a little bit and there we go that will now be a little bit lighter on my CPU so it shrink you down a little as well we can now do this in a number of different ways let's first of all go with a good ole fashioned cloner set to a grid array and we'll shrink all the way we're shrinking actual size there I didn't want to do that but Birnbaum so we just up these numbers but we've got to make sure that it all fits we don't want them to intersect with one another and we can do something like that I think and if we just have a look at our top view we can just make sure that they're all definitely fitting they are okay and we'll do a few more in the height so that they all fill up there we go and simulation rigidbody and press play there we go and that's now full great we've actually got too many so let's now undo and we'll just take one out of the height and press play they will fall in hot you know what I'm gonna take one more kill ago could have step what's stuck with that never mind right anyway so waffling there we go there's all our bits and they're now sitting in our box ready for whatever's to happen I'm just letting that play so I can now press pause and now I don't want to rewind what I want to do is come into my capsule here and click set initial state now what that means is I can rewind and that is where those begin so there we go we're now ready we can now take something maybe a bit bigger put that above it we can set that with a rigid body tag I can't find it we set that with a rigid body tag and we set the mass to something insane like a hundred drop that in from up here and boom there we go we can now do that if if we so want to yeah look at that that's wonderful right so that's one way to do it depending on how you're planning to do this though does depend on on the best method if I come into my capsules here now and I clear their initial state they'll go back to how they were and I will sometimes just to get make sure that there's definitely not too much uniformity if that's a word I would actually do it linear um something like this and maybe do 20 in each and then I will actually just duplicate a bunch of these over the top of the area I want it to fill up then just let them fall like that okay so I missed a couple of them so I'm gonna grab the lot and just move them that way a little bit there we go and I'll let it fill up like that because basically it just might give you a slightly different thing so it's it's pretty much the same method but it's just another way to approach it and again once everything's settled in its kind of final place I'll hit pause I'll select all my tags and then I will do set initial state and boom that's the starting point so yeah we're all good so that's how I tend to do that [Music] another method are filling up an object is actually to use the emitter inside of the object so if I take this cube and let's make it x-ray so that we can just see inside it for now and I create let's say a sphere a good old-fashioned sphere we'll put that in the middle there and let's just drop our number of segments just to make it that a little bit easier to deal with and then we'll pop that inside of simulate particles emitter like so hit show objects make sure our sphere has rigidbody and we'll make sure our cube has Collider body and let's just hit play and see what it does okay so it's going a bit crazy and I think that's because my emitter is on the floor yep so let's try that again boom right so the reason this is doing this at the moment is because this it's treating this cube as a solid shape so this is what I mentioned earlier about how sometimes you do need to come in and change this shape so I'm gonna change this to a static mesh that should only use the geometry now meaning that you can now fill up this ball this ball this cube and there we go great so all of our balls are now inside our cube but let's say we want to make sure that there are a few more so let's do they don't only up to frame 50 and then we'll generate a hundred this is probably be a bit too many but let's try AB that was that was pretty good and let's do up to frame 100 and do 100 let's see so there we go our cube is filling up and it's ready to burst and it's there we go just about right but obviously everything is pushing so we need to just tweak that a little bit just to get it just right and boom there we go so that's pretty good right so we get our cube and it's nicely full of stuff now what if I want it to start in this way we actually kind of treat it so that our animation starts from frame 100 every time so therefore you never you you don't do anything in this period you have your scene and everything start from 100 and you can just come into your output and you can just say your starting frame is 100 that way when it does all its calculations it will basically set up the scene as it were and then everything will be ready from that that's the way that that's probably the most simple okay then now just for a bit of fun at the end here what if we wanted to make this cube explode because there's too many appearing in there so we can do this using the same method we talked about earlier we put it inside of a Voronoi fracture we need to move the tag up the top here as I mentioned with the Voronoi fracture the tag you shouldn't just move a tag tuliver oh no because you don't get your settings so it's best to create a new one and then we'll set the shape to a moving mesh and now what we should see is that it all falls apart but it's not hollow so we need to come into a Verona fracture and we say hull only and then we can say thickness and we can make it a bit thick something like that there we go and we also don't want it to happen straight away so what we'll do is we could turn off the dynamic tag or running off but if I have this on let's just say I create a glass texture something like that I will obviously this would look horrible but but right now if I just come in here and turn off the colorize we will actually see all of this stuff let me just quickly stick it on the physical renderer physical progressive then it'll be fairly quick we can see that we've got all these kind of cracks in it now there are ways to fix that but that's in its own thing but if I just switch the Verona fracture off obviously that fixes all the cracks and so basically the Verona fracture at the point where I want it to explode there which was at frame 100 so at 99 I'm gonna say my Verona knife fracture is not enabled and then at a hundred I'm going to say is enabled and now if I rewind this we can see that this starts filling up filling up filling up it will get to frame 100 and then suddenly kaboom it cracks open and we'll make a wonderful fun animation and so on we see you could tweak that and do whatever you want with it but this this is the sort of silly stuff that I like I love playing around with I think this is great fun so using connectors and physics this is something that you know it's it's quite fundamental it's pretty straightforward but it's good to kind of get an idea of it let's just create a super quick simple structure I don't know something like this the correct cube we'll put that into a their symmetry object let's now move our cube to the side oh we need to change our symmetry object to X Y there we go and then inside of this I'm gonna put it into a null create a tube and put that on Zed there we go I am going into too much detail it's a pion hiss but I just I don't know I like to I like to have things at least kind of make sense so we've got this now and then I'm gonna create a cylinder and put that on the Zed plus as well bring that up here and shrink that down and that like that I don't know okay so we've got our cylinder I want to make sure my signature is actually dead center to my tube so I'm gonna Pierce all that there we go and then take that back out of there and then zero the Zed there we go right so now my cylinder is sitting dead center of my two shapes and my cylinder I want to have Hugh being something like this and offset actually its rotate it so that we know we're not going as far as the floor so something like that there we go I don't know what I've just made this shape oh dear really getting distracted there but anyway so I'm gonna put this cube as part of that sin right the cylinder is going to be one object and the tube is going to be the other object and these two are going to pivot off one another so my cylinder I am going to simulation tags rigid body this I need to think about the fact that I want this to be able to freely full so that needs to be the rigid body my cube I want to be the solid foundation so that will be my collider body so if I just hit play right now it all flies apart and the reason for this is because the tube is static mesh that's fine but this is inside of this so I need to come to this tag on my cylinder and set collision compound shape because I don't want it to go to the children so now if I press play there we go it just Falls it actually shouldn't though so we've got a bit of an issue here so let's move this tag to the symmetry object and try that there we go you see it just Falls a little and it's basically it's now sitting in there perfect right now my cylinder I'm going to use the position of that to create simulate dynamics connector okay so now I have a connector that is sitting right there if I go to display I can make this a bit bigger there we go and we can actually see it we can move it on this angle and it won't affect what we're doing so we can put that there so to help us understand right our connector on one side we want to have our cylinder on the other side we want to have a symmetry object now it's going to the middle of that so actually let's just double check and see if it actually would be better on being the tube so let's now just try this if we press go there we go it's perfect we can see that that is now swinging around because it's slightly heavier on there so there we go we now have this we can now use the same kind of the stuff we were playing with earlier with another object for example a cube where they collide a body on it and we can go and join in oh we can smash it up yeah okay so we didn't want to hit it maybe that hard but maybe we do this and we bounce it back no go that way that's we bump bump dude so yeah we can do we can do some silliness but that's not yet that's now working great so is there anything else we can do well we could actually put a mode on this now I did a tutorial where I used expresso to make an object rotate forever that is as I always say all the time there is always more than one way to achieve stuff and that is one of the methods and other messages you can use a motor so if I use this connector as the as the position or I'll hold down alt and I'll go to simulate dynamics motor so now we have a motor in there and simply all we do is connect a cylinder to our motor and press play and that will now spin and that is it slightly offset but okay I thought my connector was right but apparently not so and then we can come into our motor and change our settings here so maybe it's not so fast you know it's there we go so we've got ways of doing it one of the one of the reasons why the expresso method for doing the rotation forever is is quite good is that there's no torque or worry about that with this you have to think about the torque and maybe put this up super high because I could get that cube and I could actually push against this and stop it from rotating and so on and so forth so anyway that's basically the super super super basics of connectors with the dynamics text extremely important thing is proxy objects when it comes to doing dynamics because you might have a really high poly object that you want to be involved in the dynamics and obviously that can then really make a big impact on the calculation time it's a really good idea to use much more simple models for the physics but use the really high poly stuff for what you're seeing this example here is a beautiful watercolor that was modeled by my friend over at gabbro media and I don't know if I ever mentioned this but he and I made a game a VR game dachshund house available on Steam please feel free to check that out but he's made this beautiful water cooler and it's actually really well optimized probably not the best example it's not too many Polly's but if I was to say simulation rigid body and set it to a moving mesh and then perhaps I don't know let's put it in a cloner and send it upwards for example no upwards upwards upwards upwards upwards something like that let's just zoom out a bit yep so we've got quite a few going up so let's say we have I don't know 20 and I press play whoa what what I'm maybe sure what what even haven't there there we go that's a bit weird so you can see the calculations aren't so great they're weirdly intersecting one another for some reason yeah so basically it didn't work very well and yet you can see it's running really badly so not such a great idea so let's just take this out of this cloner for the moment now what we can do is basically tell it to use another object to get the data now there are two ways to do this though there are loads of ways but there are two ways that I use to do this and there's one which is a quick and dirty way but it's super super simple super easy and then the other one is the kind of proper official way but let's go with the quick and dirty one just to start with so it is very very simple let's get our let's get our water-cooler and let's create a cube basically all we do is make a proximate mesh that's about the same kind of size and shape as our water cool and then we simply place our water cooler as a child of this cube let's turn off the dynamics on the water cooler and turn on the dynamics on the cube now if I hide the cube if I hold alt I can press these two little buttons here once they go red that means they will not be visible top one is not visible in the editor bottom one is not visible in the render that's another story um and then I'll do the same on the bottom but make it green so now we don't see the cube but we do see the water cooler so now I will raise my cube up now there is one thing that I have forgotten to do so what will happen when I press play is that this will go a bit crazy yeah and that is because my tag has the inherit tag to set to apply to children so basically it's saying pretend that any children of this parent have this tag on them so we need to change that to none so therefore it won't send the data down it will only affect the cube so now our water-cooler works like this and it is just using that cube for the physics it's not got all of these polygons to try and worry about calculate now admittedly there is a shape in here where I can go shape and I can actually set it to box and so therefore I wouldn't have it needed to do the cube but in actual fact you know we've got a slightly more complex shape we might want to spend some time modeling out cube to fit this so that's why we would do it like this and then we maybe just do a few adjustments to our cube maybe make it rounded on the corners but just basically so there are less Polly's being calculated here that's basically it for that one now the other method comes with some complications so if we right click simulation rigidbody that is now on here under shape we can actually select another object so this can now be our cube so I'll just turn this back on it doesn't have to be inside it just needs to be somewhere in the scene and it can be hidden so we can hide it like this and we can set that cube as our object now there is a bit of an issue here if I press play you will see what I mean it's hovering right it's not sitting on the floor and the reason is because it uses the access data from the other object and aligns it with the access data from this one so if we think back to the the thing I mentioned earlier about visualization we can press enable and there we can see that is what our cube is doing on this shape so that's not really ideal is it because it's kind of some weird ski thing so no that's absolutely useless so let's turn our cube back on if we look at the cooler the z-axis is pointing down and on our cube the z-axis is pointing backwards so this is why what we could do to fix this is basically modify our cube to match this guy here so one way we can do this is make the cube a child of the water cooler and then PSR it out and there we can see that's exactly what it's doing with our dynamics then if I make this editable I'll just grab the side pull that in let's come around the back here pull that in grab the top maybe we do maybe we try and match it a little bit better I don't really want to spend too much time on it so I'll just shrink that in a bit there and we'll go then we'll come up like that then we'll come out again and then we'll go up the rest of the way and then on the very top let's be a bit fancy and we'll put a bit of a bevel there we go so now we've made our shape so it's roughly about the same we just need to double-check that axis and I think it's it's okay I think my cube just needs to come up on the bottom a bit that's yep that just needs to come up to about there there we go right okay so that is now all done let's just get back so we can actually see what we're looking at here move the cube well out of the way even switch it off whatever yep let's switch that off and there we go we now have this working like this and I can create a another cube put on here a simulation Collider body and then we can interact with it and do what we want to do till our heart is content and it will act pretty much right but it is only using a very small amount of geometry to do the calculations yes so that is two ways to do it I prefer the quick and dirty method I use that 90 percent of the time the only reason you might not want to use the quick and dirty method is because you want to animate the visibility of the object perhaps and then in which case it's better to use the another object option so there you go it was a little bit longer than I intended but I did cover a lot of stuff and to be fair the field of physics inside a cinema is massive there is so much that you can actually do that I didn't even touch on so if there are other elements that you'd be interested in stick it in the comments and maybe I'll make another one of these videos and cover even more stuff thank you very much I do hope you enjoyed it if you did and you want to see more of this type of stuff hit that subscribe button don't forget to press the little bell so you get notified when the new videos come out course I just leaves for me to say thank you very much once again and bye for now [Music]
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Channel: Rate My Funeral
Views: 32,020
Rating: undefined out of 5
Keywords: cinema 4d, rigid, body, tag, dynamics, beginners, c4d, ghost, collider, dynamic, infidio, tips, hints, tutorial, guide, rate my funeral, rate, my, funeral, alembic, proxy, ojects
Id: Hoj88bkxec0
Channel Id: undefined
Length: 45min 53sec (2753 seconds)
Published: Wed Jun 10 2020
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