All Questions
50
questions
0
votes
1
answer
129
views
Limit bone animation velocity
I'm currently animating a robot arm. For this purpose, I created an armature with IK solver. I've constraint the bone (aka robot joint) transform to match the motion possible with the robot.
However, ...
0
votes
1
answer
1k
views
Cloth physics for poly hair and armature
I have an armature for the body and then modelled the hair. By following this tutorial (https://youtu.be/c11l2o5uCQs) on how to add cloth physics by using verts and ik modifier, the hair bangs are ...
1
vote
1
answer
470
views
How to make an interactive two-finger robot gripper and grab things with it?
I am trying to make a two-finger robot gripper. The grippers use soft body physics and my goal is to move them towards an object in the middle of the scene to just grab it by pressing the grippers to ...
0
votes
1
answer
5k
views
How to [dynamically] pin soft body objects to another mesh?
My goal is to use the Armory addon to move the two soft body meshes to interact some rigid bodies in the scene. For example, I want to apply forces the soft body objects to bring them closer to each ...
1
vote
0
answers
162
views
Mechanical Rigging w/ physics
I'm rigging a jet drone (jets on the end of mechanical legs that are attached to a cube) and I would like for it to actually have physics.
Below is the model and rigging:
I'd like for it to be that ...
0
votes
1
answer
679
views
Bones don't respond to rigid body
I made a character with ragdoll physics, in which I made boxes with active rigid bodies, and parented them to the bones. Most bones react well, except for the right leg, which pulls away from the body ...
1
vote
0
answers
108
views
The armature stays in the air instead of falling
If I click on Alt+A the armature (rigged) doesn't fall, it just stays in the air. I tried to add a "rigid body" but this doesn't help.
(sorry about my english-speaking)
4
votes
1
answer
2k
views
Cloth sim not obeying hooks
I have been studying techniques for creating cloth rigs recently and I hit a snag with what looks to be the commonly agreed upon solution for cloth that must move with bones, which is hooking certain ...
3
votes
1
answer
419
views
How to propel an object, rotating freely in zero gravity, towards a collision with a fixed plane?
I downloaded a model of an astronaut from the NASA website, and I'm trying to create an animation with it to import into a Premiere video project, but I'm just a beginner at Blender and am having some ...
0
votes
0
answers
584
views
Ragdoll armature
I have an armature rig for a horse, and I want to know how I would create ragdoll physics on the armature, so that I could have a ragdoll horse. What should I do?
1
vote
1
answer
301
views
(Physics) Animated Model with Armature interacts with cloth, but not other objects
I cannot find a answer to my problem.
The armature-animated model interacts perfectly with cloth physics, but will not interact with a physics-based cube. I cannot find a answer to this problem. ...
3
votes
3
answers
4k
views
Precise Mechanical Rigging of two arms connected by a rod
https://youtu.be/86DtgBiUDvI
I have done this using the y-rotation of the Blue rod to drive its z-location. The Top rod is driven by the z-location of the Blue rod.
As you can see, the animation ...
0
votes
1
answer
260
views
Armature not moving with object
Hi! In the blender game engine, The object is the armature's parent, and has no collision physics. When I run the game however, the armature prevents the crocodile from falling or moving at all. If I ...
52
votes
2
answers
53k
views
How to make rig that reacts to gravity or seem to behave physically correct?
Here's a nice, strangely familiar hat. It's rigged with three bones.
Let's say I want the hat to fall like a real hat would, and bounce around when the character which it's attached to moves. I could ...
6
votes
1
answer
961
views
Rag doll in game engine?
I've seen some videos on a working rag doll in the game-engine, and I've always wondered on how to make one. Also, if I a rag doll effect is created, I need it to not be affected by animations (i.e. ...