I have this simple setup of a sphere and a plane. The sphere is animated the first 15 seconds and then the rigid body is turned to dynamic. When the sphere hits the plane it starts bouncing and continues to do that till frame 250 and then stops bouncing (although the animation ends at frame 1000). Why is stopping with bouncing ?
32726
I've set up the physics of a swinging wrecking ball and set the animation to run for 240 frames.  This was not long enough for the entire "swing" of the ball-and-chain.   I'm unable to reset the timeline, but I can set the end frame to (say) 1000 frames, but when I try to play the animation, the animation progress halts at frame 240 and I cannot get it to go any further.   There are no markers or keyframes in the timeline.  What should I do to "force reset" the animation-timeline, to allow changes to the length?
110918
When we drop a ball, it bounces back to the spot where we dropped it, due to the reaction forces exerted on it by the ground. However, if a person falls down (say, if we push them), why don't they come back to their initial position where they started their fall?  According to Newton's 3rd law of motion, to every action there is always an equal but opposite reaction. If we take the example of ball then it comes back with the same force as it falls down. But in the case of a human body, this law seems not to be applicable. Why?
9725
I have completed my animation but I realised when I render it that one of the propellers blades starts to glitch. On some frames it is in shot and some it is out of shot and this is really strange. These 'blades' are both parented to the same 'propeller' and the 'propeller' is parented to the middle ball. I have baked the animation through so this shouldn't be a problem. These propellers are passive rigid bodies. I have tried to figure out this problem and I just can't get to a solution. I've never had it where a rigid body object glitches out like that in the rendered animation, it's almost like it's jumping, which on the render these frames show the object as invisible. The video attached will show.   If anyone has experienced problems like this or knows an answer to my dilemma that would be greatly appreciated, thanks!
19830
I have made some chain links. I used the Rigid Body Tools and made the two end links passive and the others active. They are all set to shape Mesh. I've tried setting the weight to acrylic, cardboard, etc to lessen the pull they have when falling. How do I prevent these links from coming apart? I've even tried scaling up the scene but that also doesn't work.  Peter
67030
I'm thinking weight paint but maybe I mean Dynamic Paint or even something else I'm unaware of.  I have cell fractured a long thin cylinder which I am dropping onto a plane using Blender 2.71 Render (not BGE).  It has been rotated a little so that its contact with the plane starts at the lowest shard and works its way to the top.  Of course, the whole thing simply falls apart on first contact.  So, I use rigid body constraints and this works fine keeping it together.  What I want, however, is a progressive shatter as the cylinder shards come into contact.  In other words, I want the shards which have not yet reached the plane to stay intact. Keyframing this one shard at a time is tedious, prone to error, and all but impossible when there are hundreds of shards.  Can I use weight paint or anything else to control the enable function (or any other property or function) associated with the constraints to switch from enabled to not enabled as a function of time (or frame number)(in other words, as a function of color)?
66524
When any object is dropped onto the material like sand in real life it changes it's surface like it's shown in the photo.    How can I do it in Blender having the object and a subdivided plane that are shown below using physics?   Thanks for help !
116246
So this is the question that's been bothering me:  Say you have a simple rigid body in space that is at rest or traveling with only translational motion at a constant speed. Say that the body is something like a rod and it's not rotating. So, at some point, an external force is acted on the rod, just for an instant and it is not acted along some axis that goes through the center of mass. What will happen??  My guess is that it will start rotating about the center of mass (because of torque) + it will get some translational motion towards the direction of the force. Is that correct? and if so, how much of the force becomes rotation and how much translational movement and why??  Please forgive my English and thnx in advance!!
103806
I've been trying to play with a rigid body simulations.  I prepared a project of a building made of domino tails. I've placed all objects very tight, but as soon as I start animation it looks like there was some tiny gap between objects, so they all fall down a little bit. For a high building it leads to a construction disaster as the whole building colapses.  Here is an example:  (I'd suggest to use 0.25x speed).  How can I fix it?
46630
I have fluid simulation with an inflow object. I want the inflow to go for 2 seconds, then have the inflow stop (so no more fluid is added) but keep the simulation going  (so the existing fluid sloshes around).  However, I do not see any way to set start and ending values on my inflow object.  How do I stop inflow at a certain frame/time in my simulation?
57651
Will a disc or cylinder (rigid body) executing pure rolling on a rough surface stop, neglecting air drag and other heat losses and rolling friction but not static and kinetic friction? If yes, due to which friction it will stop, static or kinetic and how? Assume surface has no rolling friction.
7418
When you fly through your Blender 3D world, you can fly through things. However, sometimes I fly through objects, and before I even get close to them, the objects start cutting off(visually). See image:    How can I stop Blender from doing this? Or at least make it do so, when I get closer to the object?  There are some camera angles that I can't get because Blender cuts away the object in my view/cam
102152
I played around with it for a while, but I simply can't figure it out.  I made a tank that fires missiles, and when the missiles hit the walls, I want them to bounce off, but I want them to bounce off to the right angle.  Right now I haven't got any obstacles, the missiles just bounce off when they get outside the viewportRectangle I made.  Is the solution I'm looking for quite advanced?  Is there a relativly simple way to do it?
88036
I have already read        and many others   But I still have the following problem:   On one hand I've been told that if pure rotation takes place then the object goes on forever. This must imply no frictional force in any form acting on the body. On the second hand I've been told that during pure rotation(no external forces like wind) on a plane surface friction acts opposite to velocity of center of mass (accompanied by change of normal) and slows it down.     Both seem logical enough: The point of contact doesn't slip therefore no friction is required; So no retarding force and it must go on. Things don't go on forever; Friction must be present to slow it down.    So, which hand is correct? Or is there a third hand altogether?
109697
I want to know how to slow down physics simulations or at least the explosion modifier.  I want to know this so i can render out the explosion with a high fps but over a longer period of time so i can slow it down and still keep the animation smooth.
104770
I'm trying to animate objects falling onto a conveyor and falling off the end. I'm using a conveyor belt constructed by using an array and curve modifier to pattern the segments around the curve. However, rigid body objects pass straight through the conveyor belt when I use "Deformed" as the source. I can't use "Final" as the source or apply the modifier as then I cannot animate the belt rotating.  Is there a work-around for this?
117040
So this Youtube video has been around for a while now  . Also this  may be related.  I just wanted to know if there is any standard hydrodynamic terms to explain it. Derek clearly states it is not about Bernoulli principle, as in this case the ball rotation is important.  Has any recent paper/videos discussed what happens if you do the same experiment with hydrophobic spheres? Can it be predicted with laminar flow theories or does it need turbulence?  Too many questions have been posed, but not so many responses on the internet yet.  Edit: I said Derek stated "it wasn't Coandă effect", yet what he says is that it is not "just Bernoulli's principle". Coandă effect is the typical hairdryer ping-pong ball levitation which is explained by Bernoulli's principle.   Edit2: rephrasing.  Additional comment: There seems to be two explanations "water adhere to the sphere and is ejected conserving horizontal momentum" and "Magnus effect" (ME). The later is not so obvious to me as the system is in equilibrium and there are two fluids, water and air, (does ME means air pushes the ball horizontally?).   Edit3: DESCRIPTION To avoid rot links and people that do not want to see the video, I'll try to explain the phenomena. You have a sphere and a water jet. The water jet is vertical (opposite to gravity), and touches the sphere almost tangentially. The ball not only rotates due to the water jet but also stays at constant height from the ground. The angular velocity can be defined in the direction of the cross product between the position of the contact point between the jet and the sphere (origin in the center of the sphere) and the direction of the jet. Some water drops fly away at the top of the sphere away from the jet.  Edit4: New question, would this phenomenon occur if there was no air?
15882
As a physics newbie I'm trying to get a grip on basic orbital mechanics. I think I'm beginning to get grasp on how bodies interact with each other. When a body approaches another body it accelerates due to gravity. It can reach a point where its velocity is high enough to keep falling but also keep missing the object it is falling towards. What keeps it from accelerating (because of gravity) and eventually reaching escape velocity? I feel like I'm either looking at things the wrong way or I have the entire thing wrong.