![]() Your trebuchet is a mini version, about 1 meter tall :-) Cloth + Rigid Body Collision Then maybe lower the mass of the weight object a bit. For the weight object, it's better to set the origin to the center of mass (menu: Object > Set Origin > Set Origin to Center of Mass (Volume)). Applying the Location sets the object's origin to the world origin. Except here for the weight object which goes crazy if you do so. ![]() Applying the Location is also a good idea for rigid body simulations. It's important for the physics simulation. ![]() Blender version 2.93.įirst, apply the Scale and Rotation to all objects ( Ctrl+ A in Object mode). If you have experience in this matter, please share. Is this possible in this situation? As far as I understand, it is necessary to redo the structure of the rope and assign the Collision modifier to the stone. And it would be interesting for me to go further. Why does this happen? Perhaps due to the fact that the rope is included in the throwing beam ( Ctrl-P) to connect these objects? Or is it for another reason? It carefully bends around the base platform and but it does not notice the throwing beam, it just passes through it. In this case, the rope behaves differently with the Collision objects. The rope has the physical properties " Cloth". A similar modifier is assigned to the main throwing beam ( 11 Beam #10). The " Collision" modifier is assigned to the base platform. According to a tutorial on "Wintermute Digital" YouTube channel called " Blender 2.8 Physics Tutorial - Make a Working Trebuchet!" I created a trebuchet model.Īll parts rotate normally.
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