I was told I had to post something, so here's a rigid body simulation I made. Created, animated, and rendered with Blender v.redd.it/iuimadw2e1771
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πŸ‘€︎ u/backguess
πŸ“…︎ Jun 23 2021
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Reversing a Rigid body with a trailer v.redd.it/31zqqzqh2z571
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πŸ“…︎ Jun 18 2021
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passing rigid body cigarette between cars while driving v.redd.it/fjo76ghhd2571
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πŸ‘€︎ u/RedbearEasterman
πŸ“…︎ Jun 13 2021
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Rigid body flying away, i have no idea why. v.redd.it/izgbfiuuez971
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πŸ‘€︎ u/Songerk
πŸ“…︎ Jul 08 2021
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So i'm trying to learn about rigid bodies and for some reason the bounciness setting isn't working! Does anyone know how to fix this? v.redd.it/loxq0qqmsf771
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πŸ‘€︎ u/pineapplyreddit
πŸ“…︎ Jun 25 2021
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[OC] [A] Amateur attempts at rigid body simulations with Blender. Please enjoy.
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πŸ‘€︎ u/ADshady13
πŸ“…︎ Jun 08 2021
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Slowly turning my eye demon into a demonic pet simulator. Spent the weekend converting it to full rigid body motion, and giving it some AI. More info in the comments! v.redd.it/c06nk4qx7s271
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πŸ‘€︎ u/theEarthWasBlue
πŸ“…︎ Jun 02 2021
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Backing a Rigid Body with a 53ft Dry Van into a dealership v.redd.it/inwu39yc1z571
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πŸ“…︎ Jun 18 2021
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Wanted to practice rigid bodies, what do you guys think? v.redd.it/mft3rnhb9k671
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πŸ‘€︎ u/TinyNet6381
πŸ“…︎ Jun 21 2021
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Armature with Rigid body causing other rigid bodies to fling away without contact upon start of animation, cannot find any solution online v.redd.it/q0s0dkmrjnx61
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πŸ“…︎ May 07 2021
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First time MD shrooms and mountain biking. Just wow, so grateful for my body. What are your opinions of non-rigid schedules or just occasional MDing?

Hello there. Before asking for advice, a little context (and maybe a little oversharing). I did 0,1g of mazatapec before a chill biking route and wasnΒ΄t expecting much more than a general feeling of wellbeing. I definitely got it, but also an unusual energy and social ease. I was so focused on the ride and the nature, being careful not to fall that I didnΒ΄t notice anything until a resting point. I couldnΒ΄t stop thinking ab how grateful I was/am for sharing that ride with my friends, for the city IΒ΄m living in right now for letting me be this close to nature. Mostly and unexpectedly, I felt sooo grateful for my body. Lately I had been feeling body conscious, looking after my diet, etc. that i had not stopped to think how much i love just being physically active (aerials, yoga, running, etc) and challenging myself not to "look better", but to get and feel better, if that makes sense.

I could use help or opinions on what comes next. IΒ΄m no longer sure of MDing on a regular basis as I had planned, since the setting and activity meant a lot for me. Been on this sub for a bit and I see most people follow a schedule for some time to see improvements on mental health and wellbeing. Could occasional or non-rigid use have the same effects? Also, what dosages work for you if you enjoy sports or just physical activity and MDing? Cheers and thanks for reading

[EDIT]

Thanks for sharing your experiences. I read all of them and I'm just glad everyone has a different routine and activities working for them

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πŸ‘€︎ u/_In_Vino_Veritas_
πŸ“…︎ May 17 2021
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experimenting with Rigid Bodys never tried before v.redd.it/bhdftinqpuy61
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πŸ‘€︎ u/Markus_Mushroom
πŸ“…︎ May 13 2021
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I made this scene where a ball enters from the top and the rigid body sim routes it to the portal but when I decided to render, now in the viewport when I click play the ball starts to glitch & doesn't show up in the render. But the simulation happens alright when I drag the timeline slider manually
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πŸ‘€︎ u/AbhijitVinayak
πŸ“…︎ Jul 09 2021
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Why I complain about rigid bodies v.redd.it/jrwh3t11v6s61
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πŸ‘€︎ u/DadInKayak
πŸ“…︎ Apr 09 2021
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Cloth, rigid bodies, boids, & basic particles. All for a sci-fi short film. v.redd.it/82zonue9oo371
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πŸ‘€︎ u/UnknownDino
πŸ“…︎ Jun 06 2021
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I "glitched" (basically messed around with Devtools) the game to make Architect turrets perfectly rigid and shoot the traps right to the player's body. Here is a comparison between the "glitched" architect and the regular Architect.
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πŸ‘€︎ u/HIYTSgvsgsg
πŸ“…︎ Jun 05 2021
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Learn Rigid-Body Heat Transfer Equations With C++ Builder blogs.embarcadero.com/lea…
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πŸ‘€︎ u/yimmasabi
πŸ“…︎ Jun 12 2021
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No glitz and glamour this time. But eased gravity, raycast floor detection, no rigid bodies or physics is a big win this weekend! Oh and eased floats for some bounce is a nice extra bit of animation for free :D
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πŸ‘€︎ u/ShawnTheMiller
πŸ“…︎ Jun 19 2021
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[R] Brax: A Differentiable Physics Engine for Large Scale Rigid Body Simulation, with a focus on performance and parallelism on accelerators, written in JAX.

Abstract

We present Brax, an open source library for rigid body simulation with a focus on performance and parallelism on accelerators, written in JAX. We present results on a suite of tasks inspired by the existing reinforcement learning literature, but remade in our engine. Additionally, we provide reimplementations of PPO, SAC, ES, and direct policy optimization in JAX that compile alongside our environments, allowing the learning algorithm and the environment processing to occur on the same device, and to scale seamlessly on accelerators. Finally, we include notebooks that facilitate training of performant policies on common OpenAI Gym MuJoCo-like tasks in minutes.

https://arxiv.org/abs/2106.13281

GitHub repo description

Brax is a differentiable physics engine that simulates environments made up of rigid bodies, joints, and actuators. It's also a suite of learning algorithms to train agents to operate in these environments (PPO, SAC, evolutionary strategy, and direct trajectory optimization are implemented).

Brax is written in JAX and is designed for use on acceleration hardware. It is both efficient for single-core training, and scalable to massively parallel simulation, without the need for pesky datacenters.

https://github.com/google/brax

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πŸ‘€︎ u/hardmaru
πŸ“…︎ Jun 30 2021
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Rigid body simulation (everything from me except textures and Toothless) [READ OP COMMENT] v.redd.it/ns8alsdz51871
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πŸ‘€︎ u/Firminter
πŸ“…︎ Jun 28 2021
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"Brax: A Differentiable Jax Physics Engine for Large Scale Rigid Body Simulation", Freeman et al 2021 {G} (w/PPO, SAC, ES, PO for batching env+agent directly on TPU) arxiv.org/abs/2106.13281
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πŸ‘€︎ u/gwern
πŸ“…︎ Jun 30 2021
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getting my lizard to stay on moving rigid-bodies was quite the challenge!! v.redd.it/oob6tjo0b3i61
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πŸ‘€︎ u/ResinDev
πŸ“…︎ Feb 17 2021
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Rigid body marionette v.redd.it/fgngl38w3nt61
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πŸ‘€︎ u/Motiomancer
πŸ“…︎ Apr 17 2021
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Best reference for equations of motion for rigid body about oblate, rotating earth?

I'm interested in performing high fidelity modeling & simulation of an aircraft about an oblate, rotating earth. Does anyone have a good reference that derives the equations of motion for oblate earth that is easy to understand? I find that Stevens & Lewis, which is a common reference, is fairly disjointed in its explanation and lacks derivations. I know many references that do a good job of deriving the equations for flat earth, but I'd like to simulate at a high fidelity.

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πŸ‘€︎ u/tyber92
πŸ“…︎ Jul 01 2021
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Movement of a rigid body in global coordinates? Clarifications needed.

Dear all,

I hope this is the correct subreddit to post this.

I have been self-learning rigid-body kinematics and dynamics over the past year since I am building a motion simulator for land vehicles, but there is something I cannot quite figure out after consulting several textbooks (because it was never explicitly explained, and I am a bit of a dullard).

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Say there is a rigid body with body coordinates centered at its center-of-mass, C, with external force vector F acting on C, and global coordinate system, G.

Let

  • (u,v):= longitudinal and lateral velocities of C in body coordinates
  • (X,Y):= global coordinates
  • r := rotation of C around the z-z axis
  • (fx,fy):= external forces acting on C in body coordinates
  • (Fx,Fy):= external forces acting on C in global coordinates
  • T:= torque acting on rigid body
  • k1d:= 1st time derivative of arbitrary variable k, e.g. X1d:= velocity in global coordinates
  • m:= mass of C
  • Izz:= moment of inertia of C around z-z axis
  • (a_i,b_i):= x and y lever arms acted upon by sub-components fx_i, fy_i acting at a distance a_i and b_i (each, respectively).
    • fx = sum(fx_i)
    • fy = sum(fy_i)

Using force balance in the body coordinate, the equations of motion works out to:

m(u1d - r1d*v) = fx

m(v1d + r1d*u) = fy

Izz*r2d = sum(a_i*fx_i) + sum(b_i*fy_i)

(assume for Izz*r2d that a_i and b_i have the proper sign conventions)

-----

Now, I would like to compute the global displacement of C when acted upon by fx and fy, calculated in body coordinates. To do that, I would need to specify a system of ODEs and apply an ODE solver to it.

Let [K] be the state space vector with elements K(i) ∈[K] for i = 1,2,...k .

From my readings, I get the impression that one would specify the gradient space, [dK/dt] as follows:

  1. X1d = K(4)*cos(K(3)) - K(5)*sin(K(3))
  2. Y1d = K(4)*sin(K(3)) + K(5)*cos(K(3))
  3. r1d = K(6)
  4. u1d = 1/m*fx + r1d*v
  5. v1d = 1/m*fy - r1d*u
  6. r2d = 1/Izz*(sum(a_i*fx_i) + sum(b_i*fy_i))

Now here are my questions:

  1. Does that sound right to you? Am I missing something? When I ran my simulations, something doesn't seem to add up, and I am trying to eliminate algebraic or trigonometric error as a cause.
  2. I cannot seem to get my head around the significance of r1d*v and r1d*u, since they are "fictitious forces" due to the rotation of the body-centered coordinates. Does that mean u1d and v1d is the "absolute acceleration" of C? i.e. if an acceleromet
... keep reading on reddit ➑

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πŸ‘€︎ u/d1nner4lunch
πŸ“…︎ Jun 07 2021
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Animation with cell fraction and rigid body v.redd.it/pxxu4zliii771
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πŸ‘€︎ u/IvYuga
πŸ“…︎ Jun 26 2021
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My second rigid body simulation ever. More on my IG: niraj010704sheth. v.redd.it/kjagifnne7471
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πŸ‘€︎ u/heyitsmeniraj
πŸ“…︎ Jun 09 2021
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3D Rigid Bodies instancing with weird transformations?

Hello, I am making a 3D Demo with a player character gun that instances bullets. I've been running into a problem where the spawned node spawns and goes in directions other than where my raycast is pointing (example)

Here is the script in the player's physics process:

if Input.is_action_just_pressed("fire"):
		if aimCast.is_colliding():
			var livebullet = bullet.instance()
			muzzle.add_child(livebullet)
			livebullet.look_at(aimCast.get_collision_point(), Vector3.UP)
			livebullet.shoot = true
#			livebullet.apply_impulse(transform.basis.z, -transform.basis.z * 10)

and here is the bullet script:

     extends RigidBody

var SPEED = 5
const DAMAGE = 50

var timer = 0

var hit_something = false
var shoot = false
var direction = Vector3()

func _ready():
	set_as_toplevel(true)

func _physics_process(delta):
	pass
	if shoot:
	   apply_impulse(transform.basis.z, -transform.basis.z)

I commented out the apply impulse in the physics process script, however, I've found that if I do that, the rigidbody will fly in the correct direction, however, it will not go any direction other than -Z (directly forward, no up or down regardless of where I'm pointing)

Any help would be appreciated, thanks!

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πŸ‘€︎ u/ashkonk
πŸ“…︎ Jun 25 2021
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Interactive fluid simulation with paintable rigid bodies v.redd.it/y5gk8n4h0rv61
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πŸ‘€︎ u/pixelSmuggler
πŸ“…︎ Apr 27 2021
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How to get the collision between area2d and rigid body / area with area?

Collision point*

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πŸ“…︎ Jun 27 2021
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i made my bean a rigid body and now it can ragdoll

https://reddit.com/link/o08m7b/video/awufe00rtd571/player

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πŸ‘€︎ u/i_mthedude
πŸ“…︎ Jun 15 2021
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My second ever rigid body simulation. v.redd.it/u88g1yjwe7471
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πŸ‘€︎ u/heyitsmeniraj
πŸ“…︎ Jun 09 2021
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Standard Assest's Rigid body fps controller stuck with mesh collider v.redd.it/mekaz5e71a171
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πŸ‘€︎ u/AJIT_SINGH_RAWLOT
πŸ“…︎ May 25 2021
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Unreal Engine 5 Chaos cloth and rigid bodies, early test: CRETE Prototype. v.redd.it/ho2h6qc8x7371
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πŸ‘€︎ u/steppenlovo
πŸ“…︎ Jun 04 2021
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Can rigid body take over the physical bones node?

I have an idea to directly import the 3d model as gltf (with or without rigging) and then attaching the rigid body nodes where it needs ragdoll like physics (like in the hands of the model or in the body) attached together by pin joints(hinges are good but I found pin joints more appropriate).

While the only constraint is that the model has to be seperated into meshes corresponding the different parts where the physics or rigid bodies would be applied. For example, if I want to apply physics on hands then my hands should be a seperate mesh so that it could be parented to rigid body node.

Although this approach might be time consuming but IMO this can produce better ragdoll results and if we make parent nodes according to bone inheritance, it can produce active ragdoll like physics.

I am not saying that current ragdoll support is not good , but it is buggy and hard for newbies to use it.

The only problem is that I will not bend the mesh like the physical bones ( it only turns the mesh thus producing ragged joints).

Please tell your opinion guys...

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πŸ‘€︎ u/mr_king47
πŸ“…︎ May 26 2021
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With the Dzhanibekov Effect, an object spinning with zero torque (like in space) can flip back and forth. You can explain this with rigid body dynamics - but here I show the effect with three masses connected by springs (mostly rigid) using python. Honestly, I'm surprised it worked. youtu.be/ddmVqx2qoUc
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πŸ‘€︎ u/rhettallain
πŸ“…︎ Apr 20 2021
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Alltruck Bodies, a specialist in the manufacture and repair of rigid truck bodies and pig and dog trailers, has doubled down on in-house innovation and product output in the past year. trailermag.com.au/body-of…
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πŸ‘€︎ u/WordTweak
πŸ“…︎ Jun 21 2021
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How do I make an object suddenly appear on screen in the middle of an animation and instantly fall as a rigid body?

In order to make the object appear at a frame in the middle, it seems I have to select Animated under Rigid Body settings but then it won't move.

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πŸ‘€︎ u/pepperonik2
πŸ“…︎ May 16 2021
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