Physics in Blender 2.8 for Absolute Beginners

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hey guys and welcome to another very exciting blender tutorial in this video I want to show you how to work with physics in blender for that I have meticulously stacked up well as I said in this tutorial I really want to show you how to work with physics and rigid body dynamics in blender now this is going to be an intermediate to tall in the we'll assume that you have pretty comfortable with the basics of blender if he new to it all go and check out my full beginner to trial series as well as my udemy training courses I'm going to let you that down below also note that this is an absolute beginner to trial in terms of physics in blender not in terms of blender overall but now with all my boxes well-protected let's jump welcome to the exciting world of blender I have the latest version of blender 2.8 here which is from the 7th of May 2019 keep in mind that this is still a beta until is officially released so things might still change slightly let's click away the start up screen and just to make sure we're all on the same page let's come into file load factory settings and let's select to load factory settings first off let's delete the cube in the center so let's select it with left click because in blender to appoint a left-click is now the default personally I'm a big fan of that change I think it just opens up blender to so many more people who found that right-click select just a little bit or + you then now have a context menu on right-click so let's select the cube press X and let's select delete it with our 3d curves are still in the center of the screen let's press shift and a let's come into adding a mesh I'm going to add a plane so there's our plane press s to scale it up and I'm just going to type 10 on my keyboard to scale it up to exactly 10 meters by 10 meters then with the 3d cursor still at the center shift and eight again to add another mesh and this time I'm going to add a monkey or a Suzanne head into the scene with the monkey selected press g4 grab press Z to lock the movement to the z-axis nurse has moved the monkey head up to the top roundabout there and to make sure that this looks nice an interesting let's come to our render settings make sure the render engine is set to e V and then top right hand on the 3d viewport I'm going to switch over to the rendered view so this is going to give me a rendered preview right now I only have this one light in the scene so let's just add two other wants us to make this setup look a little bit nicer so let's place the 3d cursor on the left side of our scene you can hold out shift and right click to move the 3d cursor in the latest version of blender 2.8 let's press shift & a to add I'm going to come in to add a light and I'm going to add an area light press s to scale it up quite large G and then Z or Z on your keyboard let's move this light up so there's our big area light let's press R to rotate it I'm just going to swing it around so kind of faces monkey head let's rotate around and let's add another light down here on the bottom left again shift and right click to place the 3d cursor shift & a to add let's add another area light G and set to move it up s to scale and R to rotate and again this is point that at Al scene by the way if you feel that I'm going a little bit too quick with the shortcut keys be sure to check out my blender beginner tutorial series which covers all of those basics I'm going to link you that down in the video description so check that out if you haven't seen it yet might also come into the light settings down here on the right hand side let's change the color a little bit maybe let's make this a little bit warmer I'm also going to grab this point live right here grab it and move it over to the side a little bit and this one I might make a little bit cooler so there's a bit of a contrast between the two color tones and now lets us frame in our scene and let's press space to play this back and absolutely nothing will happen let's press space again to stop playback and by the way Shift + left arrow gets you back to the beginning of your animation in this particular version of blender now let's add some physics into the scene let's select the monkey head down in the right hand side in the properties panel let's come into the physics tab and now you can enable physics for different types of physics like fluid soft bodies cloth collision a whole bunch of really cool stuff smoke we've already done in another tutorial this time I'm going to add a rigidbody constraint to this object so let's just enable that let's leave all of the settings on default for now and without Tamlin indicator at the very beginning let's press space to play this back and our monkey had felt like a real world object but it did also fall straight through the floor now in your timeline you can actually see this dark brown area here that indicates that dynamics have been cached already so this should play back nice and fast further down the line you can see it's semi-transparent so if you were to jump into any of those frames might be bit slower because blender still has to calculate those frames now we obviously don't want the head to fall right through the floor so let's come back to the beginning Shift + left arrow in blender 2.8 let's select the floor and in the physics tap let's also add a rigidbody constraint this time I'm actually going to change the type of rigid body from active which is what our monkey head is so it's an active object that will be simulated and move around like a physically realistic object on the ground I want to change this type from active over to passive because I don't want the floor to fall I just want the floor to stay and the monkey to kind of drop on to that now let's press space again and check this out cool and our monkey head now falls onto the floor realistically let's come back let's reselect the monkey head and in the physics tab let's have a look at some of these settings now we've already talked about the type the next most important setting is the mass the actual weight of the object right now this monkey head is one kilo in weight you can jack up this mass to maybe around a hundred and then if it interacts with other objects in your scene it'll keep that mass in mind so obviously a heavy object will push around lighter objects and objects that have the same mass will usually bounce off each other equally now there's two additional options here dynamic means that this object will actively participate in this physics simulation within this scene in blender animated means that you've added keyframes to this object so you can kind of toss objects or kind of controlled and partially and then let them go into the physics simulation of picked them back up and animate them further we're not going to go into that too much the next most important thing is probably under the collision right now the shape is set to convex hull and this refers to actual collision shape now convex hull we'll just means that blender will wrap a simplified mesh like a shrink wrap around this object and that is the object that is used for the purpose of the actual physics simulation if you have objects with a lot of fine detail like maybe the ears of the monkey start intersecting other objects you may want to change the shape from convex hull over to mesh so blender would actually take the mesh itself of the object as the collision object but it does slow down your simulation so only do that if you really have to usually you're fine staying with convex hull or you can actually go even simpler you can use a cone shape a cylinder capsule sphere or a box shaped collision object and these ones will help like quicker because their mathematical primitives they're much easier to computer than a convex hull but let's just leave this on convex hull for now then the source for this shape right now set to deform meaning that if I was to scale this object up like animator to scale up or down or deform it with shape keys or other things the convex hull would update frame by frame so the collision shape of this object would always match the shape of the actual object I can also change this to base so it actually just pick it up at the beginning of the simulation or to finals or use the shape at the end of the simulation for the collision object then under surface responses you will find very common physics properties like friction which is how much an object slows down when it collides with another object and bounciness on how strong it bounces off another object we play with these in just a moment let's pop open this sensitivity setting and under here you can give your object a margin you can have buffer out this collision shape right now the convex hull would probably match pretty closely to this monkey head again if you finding that things are intersecting a bit because you have detailed objects you can add a collision margin and increase this to essentially add an additional buffer of collision around the object and they won't intersect as much anymore but obviously it might actually start looking a little bit less realistic so use this at your own discretion if you rewind and play this back again we simply have the monkey head falling down onto the ground now let's start adding a few other objects into our scene let's rewind and you can simply select the monkey head and press Shift + T drag another copy down here Shift + D shift and let's come around shift and T Shift + D I'm just duplicating this monkey hat on and you can repeat this as often as you want to and that actually looks kind of cool let's rewind and play this back cool and we have a whole bunch of monkey hats just rolled and round now let's rewind and do this a little bit differently I'm going to select all of the monkey heads at the bottom and right now if I left click drag to select an area which again another thing I really love about left click select I'm actually also selecting all of these lights in the background this is unselect everything up here top right let's pop this object type visibility panel open now we go to uncheck select ability for the lights I don't want to be able to select the lights at all so let's just again drag around these monkey heads here at the top go that looks good X and let's delete those let's reset the 3d cursor to the center of our screen you can either shift and right click kind of to get their orders Shift + C to recenter the 3d cursor in the middle of you see let's press shift + a and let's add again another Susanne monkey hat G to grab ze to lock it to the z axis move this up a little bit lots about to scale this down just a little bit and let's use an array to duplicate to make like a grid of monkey heads that this big head can I just crash into first off let's zoom in a little bit let's right-click the object and select to shade smooth so we're getting a really nice smooth Susanne head here then on the right hand side let's come into the modifiers panel and I want to add a modifier and that the modifier I want to add is called array which simply duplicate this object so now we have two maquettes in the modifier settings I can increase the counter at 3 4 5 6 maybe 6 seems alright let's press G + X and lets us move this over kind of into the middle of our scene that looks about right and right now I can see that the objects are almost touching I might want to give them just a little bit of space so in the array modifier and a relative offset it changes to one point one so that buffered out maybe just a little bit cool that looks alright let's collapse this modifier and let's add another array modifier now I don't want to extend them further to the right I should want to build up great so what I'm going to do is I'm going to change the relative X offset to zero and now the relative Y offset I'm going to set to one point one to create a copy right behind let's check this up to well maybe we'll go with five G&Y let's just move this forward a little bit cool so we're kind of creating this grid of monkey heads I'll move them down just a little bit as well let's again collapse this modifier and add another array so we're creating a three dimensional array of monkeys this time I'm going to set the relative x offset to zero and the relative Z offset to one point one so I'm going to create another row of monkeys right above that let's maybe set this to three that should be plenty I'm also going to grab this Suzanne hat at the very top let's just move this up a little bit more so kind of can crash down right into that mass of monkey heads here I'll scale this up a little bit that's also coming to the materials tab add a new material and I'm just going to give it a red color so this is kind of our angry evil monkey hat that's going to smash through all the other ones now if I press space to play this back well nothing much happens because we have an edit physics to all of these duplicated monkey heads just yet so let's come back let's reselect our whole array of monkeys let's come into the physics tab and add a rigidbody constraint I'm going to leave everything on default and do note that the mass of this object is set to 1 kilo where's our giant red monkey head is a hundred kilos so this one is much heavier than all of these monkey heads if I now play this back hmm it's well something's happening but not really what we want and that is because all of these monkey heads this grid of monkey heads is actually it's just one object we're just using three array modifiers to create a grid but it's still treated as a single object but we really want to do is we really want to create a whole bunch of different Suzanne heads and each of them is its own rigid body for that we first need to apply these array modifiers to actually create these monkey heads for real because right now they're really just virtual they're just being generated by these modifiers so let's apply every single one of these array modifiers so now we actually have this ginormous mesh but again it is still a single object so let's go into edit mode for that select the monkey grid press tap to go into edit mode you can press double a to unselect everything or a to select everything I want to make sure that I have everything selected and it doesn't really matter whether you in vertex edge or face selection mode now I want to separate all of these objects because right now it's just one object actually want to separate them by the individual paths in order to do that with everything selected let's come up into the menu let's select mesh come in to separate or you can also press P on your keyboard for that and I want to select to separate by lose paths let's select this option and this might take a little bit depending on the power of your computer especially if you're dealing with suzanne hats it's just it's just a little bit slow if this gets a bit too slow for you to follow along with Suzanne hats you can also just create boxes of spheres instead and just kind of follow along it's the same principle you just won't have weird looking monkey that's rolling all over the place let's press tap again to go back into edit mode and now each of these monkey heads is a separate object in my 3d scene it in my outliner I can see I've now generated all of these Suzanne hats so now let's zoom out a little bit rewind and let's press space to play this back cool it works but it's behaving really weird it's kind of like there's another an invisible force at work kind of pushed them all over to the side and swish them back in something's going weird so let's come back to the beginning and the reason things have gone we're is that right now each of these monkey heads has an origin but the origin for each of these heads is down here in the bottom can you see this orange point here only this monkey head here in this corner actually has the correct origin for all the other ones it's incorrect because you would expect the origin for this mug here to be right in the center of this monkey head now we can fix that up really easily for that let's make sure we select all of those monkey heads then come up into the menu select object set origin and I will to set the origin to geometry and keep an eye out on those monkey heads and you can see each of them now has the origin right at the center of the head so now if you come back out rewind and play this back cool that is looking kinda creepy especially because they're eyeballs pop out first and then it kind of ends up looking like a scene from Terminator with all of those skulls just lying around but is actually looking really cool let's rewind and let's say I wanted to change the physics on these monkey heads now each of these monkey heads and actually each of those eyeballs individually as well in the physics tab has its own physics settings and while there would be a lot of objects to go through and adjust every single one however you can actually adjust it once and apply those physics to the entire group for that let's just select this monkey head down here in the corner let's come into the physics having so let's make some changes maybe I want this monkey had to be a bit more bouncy maybe I want point four bounciness and maybe just a little bit less friction so they'll slide around a little bit more they'll bounce a little bit more now on to apply this set of physics settings to the entire rest for that what you need to do is select all the objects that you want to apply the physics to then make sure that you select this monkey head at the very end so you can see this bright outline which indicates that this is my active object all the other ones are selected but this is my active selected objects that we want to grab the physics settings from and apply to the rest so with this adjusted monkey head as our active object let's come up into object rigidbody and now I want to select to copy from active and this is going to copy the physics settings from our current active object which is this bright orange monkey head onto everything else I have selected so object rigid body copy from active and now if I select any of the other ones in the settings you can see they've updated to exactly what I've set them to so they're now a bit by bouncy and have a little bit less friction let's again rewind and play this back and let's just see what happens cool now I'm not sure how obvious the change really was maybe I should have made a more dramatic change but that's how you can easily tweak your physics settings and apply it to a whole lot of objects now the very last thing I want to touch on because physics can be quite expensive to calculate right now you can see it's cash so it should be nice and fast but times what you might want to do you may want to adjust the animation of one of the objects after you've simulated your physics or maybe there's just one tiny thing going wrong with your simulation just need to manually tweak that a little bit the easiest way to do that is actually to bake this entire animation into keyframes so rather than relying on the physics system within blender you can actually bake in the movement that gets calculated by this physics system into keyframes and then you can adjust those keyframes tweak them or do whatever you want for them for that and let's rewind again let's reselect all of our monkey heads and their respective eyeballs let's come up into object rigidbody and select to bake two keyframes now I want to make sure that this cars my entire range from frame 1 to frame 250 which is my default setup for my scene let's hit OK and again this might take a little bit depending on the power of your computer even for me this probably took around 2 to 3 minutes and now that's done let's select one of those monkey heads all their eyeballs and you may notice that it doesn't have a rigid body physics constraint applied to it anymore however if you make the time line just a little bit bigger you can now see that all of these objects that were previously animated by the physics system are now keyframe on every single frame and if you play this back all these animations are now baked they now turn to keyframes they're no longer rely on the physic system and that means you can actually go in and tweak them for example if you think this head hasn't moved far enough you can make adjustments or change things around plus it's a whole lot quicker the only issue now obviously is I can't go back and change the physics for these objects anymore because they have no physics applied to them anymore I've committed to baking this in but now because all of those animations are baked in I could pass them on to a different team or to a render farm or some other pipeline that I might need to you know turn this into a really nice intro animation for some monkey Terminator wasteland and that's all there is to it if you enjoyed this video please hit that like button if you knew you hit that subscribe button and if you want watch more just click these links over on the right-hand side if you want to support me in what I do on this channel be sure to check out all of the links down in the video description and as always thank you very much for watching and until next time I will later
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Channel: Surfaced Studio
Views: 203,075
Rating: undefined out of 5
Keywords: Blender, physics simulation, Tutorial, physics in Blender, rigid body dynamics, blender 2.8, training course, collision, rigid body phsyics, how to, 3d animation, free 3d software, best 3d program, Blender 3D, Surfaced Studio, how to adjust physics, modifier in Blender, intermediate, blender download, edit mode, how to bake physics, bake simulation, keyframes, terminator, wasteland, skulls
Id: KtjJfWlQ8oE
Channel Id: undefined
Length: 20min 0sec (1200 seconds)
Published: Sat Jun 15 2019
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