I would like to know if blender allows to establish an interaction between two different meshes. I've tried the example of soft body, with the jelly cube, etc. but that is not what I need. For example, if I want to simulate the interaction of forces between a ball and a elastic surface (no cloth), could I do that in blender? Thanks for your help!
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For example, rigid bodies and fluid. I know it's kind of possible by setting the rigid bodies as fluid obstacles, but it's not "true" interaction in that the fluid does not affect the rigid bodies...  By "true" interaction I mean where two (or more) physics systems affect each other simultaneously. For example, with rigid body and cloth, the rigid body affects the cloth but the cloth doesn't affect the rigid body (at least the way I'm doing it), so the rigid body just eventually stretches the cloth to an extreme and falls through...  Are there any ways to achieve this? (for any interaction, not just rigid bodies and fluid)  Or, if not, does anyone know whether there are any plans to implement this sort of feature?  Thanks
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Is it possible to add a modifier to more than one mesh at once?  I have a lot of unique objects,  and I want to set a subdivide modifier to them, would I have to do each one individually?   I have tried selecting all the objects and then adding a modifier, but as I expected, it only added it to the active object.
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So I've created a "noodle" with a path and a bezier Circle that has soft body so that when I click play it will drop and flop about.    What I'm trying to do is have one of the cubes stationary while the other moves around having the noodle between them stretch and move around like its a cable.   Any tips on this?
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Is it possible to generate mesh at runtime in blender game engine? That is, is it possible for blender to generate meshes using python code when the game runs?  I really would like to know if this is possible, as my final year project requires use of this.
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I'm currently modeling my game character in Blender (see below picture).  What is the difference between a subdivision surface modifier and a multiresolution modifier? I know they smooth the surface but are there specific characteristics to using each and what are those?
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I'm trying to model a helmet, I have a reference image of the head from frontal view and side view, I would like to see the helmet overlapping both views of the head, and I want to be able to modify one view of the object and see the changes in the other view as well, something like a link between the two objects, the same way you would create a texture pattern.
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Is there any way to achieve this effect: Where a ball intersects and "morphs" into another ball like  (Terminator T1000 style)...?  E.g: I have this blob that needs to morph into this wall, but the wall won't really change in thickness.    Thanks in advance.
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I always mess up my model in blender. At some point I manually add vertices on edges with subdivide and then I connect them with J, and sometimes I have to fill faces with F.   As you can see my model is a little bit messed up and this happens all the time. And I can't properly use the loop cut tool anymore. Any idea how to fix this? Update: Here is the blend.file
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Is there a way in blender or an addon that allows me to select a bunch of faces (or verts) and evenly distributes (or relaxes) them into quads clean quads.  Without screwing up the vert ID/order.  Edit: I would like to have the shapes of my quads to turn into perfect squares while maintaining the volume of the object and the vertex order.
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first time here.  Alrighty, I'm quite new to 3D model design in Blender, but I have a little problem with my book model. The mesh is fine (I think). But there are a good few points where the text mesh goes wrong for some weird reason. If you need to know which version of Blender I'm using, it's Blender 2.69.  When I apply the "subdivision surface" modifier and set the subdivision render to 2, the faces go in and deform in certain areas. As far I'm not sure what is wrong at this point. I've taken two pictures just in case you need them.       Take note that I'm still unaware of some certain tools and common knowledge in Blender, go easy on the in depth reasons and fix details. Just simplify it please :)   Blend file :
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HELP! I need to know how to join Bezier curves to a mesh. I am trying to make a car with curved rims and the easiest way was to use a Bezier curve and then to bevel it but I need to join it all together in order to put it in my mod.
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I know this sounds silly but I would like some objects to follow physics while others not to collide each other.   I tried to achieve them by setting their position exclusively. But then it will ignore all physics.   Is what I am trying to do even possible?
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I'm trying to get a couple asteroids to collide, however they collide without touching each other. How do I go about getting them to collide when closer together, or actually touching?      Tried changing the collision margin to no effect.
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I'm trying to find a simple way to create vertices where two objects intersect and delete the leftover internal planes + then join the meshes so that I have one hollow mesh to sculpt. The reason I need to know this is that on my first sculpt I just joined the meshes, but it didn't create vertices at the intersecting points so when I went to sculpt it just overlapped the meshes as you can see here in the neck.  Here is what I am working on now, it needs to be 1 hollow mesh
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How to create the outer nodes effect in Blender Cycles, including the lines? I know this is achieved using a particle system, but don't know how.   Also can anybody suggest any plugins for blender that does the same?
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Has anyone tried installing blender on a Raspberry Pi 3 or do you know which version of blender will be supported on Pi3? If I get just the 3d view running for modeling, that'll be great.
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I'm trying to have a surface with soft body hold obects that are falling on it with rigid body physics, but for some reason, no what matter what mass I give it, the objects just fall trough the softbody enabled surface.  Is there a toggle or a value I need to change to make them stay there?