Dude, i was banging my head against the wall to get a candy wrap to work with the cloth sim. did one soft body and it worked like a charm, a bit of proportional editing later and i'm golden, thanks for remembering my this was in Blender, and some of the settings i tottaly forgot
I had the problem that my ball would hit the ground of the cube and squish together. If that happens to you: Under 'Collision' -> 'Softbody And Cloth' -> Set 'Inner' property to 0.001
pretty good tutorial! Could you increase the size of your UI and add screen cast keys? It makes it much easier to follow the tutorial and to see exactly what's happening on smaller screens (laptops and phones)
I've had trouble with screen casting keys. I don't think the screen cast addon has been updated for 2.8 yet and I have been struggling to find an alternative. I will keep an eye out though.
@@3DTinkerer In case you havent found it yet shortcutVur is on github and works with 2.81 atm. Also windows scaling to 125 and blender scaling to 115 can really help with viewers being able to see especially in node editors settings
"Use Library Path" is for when you link an object from another .blend file. If that option is checked and you link to it, the bake from the original file is linked as well. If you plan on linking an object in other scenes where with different simulations, you'll want that option *unchecked*. Otherwise, you won't be able to bake the physics locally.
That 'zero' option looks great for something like Wile E coyote effect (falling off cliff, then smash) - wonder how well it would keep the texturing for something like that.
Be aware that simply subdividing a cube does not make it a proper sphere. You need to add a Cast modifier set to Sphere to get a perfect sphere from a subdivided cube.
Hey, I love the extra info about what everything does exactly. Maybe a little bit slower so I don't have to pause every now and again. Other than that, great tutorial. Keep it up. Another subscriber in your list :) number 634 !
I'm using the latest build of 2.8. Whenever I enable collision, the simulation starts acting pretty weird and the sphere's basically crumple up on each other. Once I remove collision, it runs fine, but they pass through each other. What am I doing wrong?
It could be a couple things. Try decreasing the weight of the spheres in the soft body tab. Or try increasing the bending value. The scale of your scene might also be weird.
@Buffy Foster It is necessary to make not from a sphere - made from a cube, to impose on it the modifier Sobdivisionsurface and necessarily to press apply.
Greate video! Thanks for the time and efforts to do it! I tried to add these same physics settings on my mirrored object, but every time it collides with the plane object, it splits in the middle and the clipping is marked so I don't know what to do, I'm a real beginner at Blender. Do you know why is that happening?
Nice tutorial, only one question. Why you used Soft Body simulations for a Flag? I think it's a waste of computational time and accuracy, cloth simulation is more specific for cloth and doesn't have to deal with springs.
You are absolutely right, it would be much easier to use a cloth sim for a flag instead of a soft body. I just wanted to show the example that you could if you wanted to. I think I might have mentioned in the video that a cloth sim is the preferred method but maybe I wasn't clear enough. Hopefully I won't confuse other people 😅
You can but when you scale in object mode you are changing the base scale from 1 1 1 to what ever you scale it to. This sometimes causes unexpected results with modifiers, exporting, etc. If you want to edit an object use edit mode.
Wow, didn't know that and I have watched a lot of tutorials by now and no one mentioned that. Not even the guru. :) He did talk about applying scale to bring it to 1:1:1 proportion but he didn't mention this.THANKS!
@@landonmartinez2596 Yes, because he specifically goes to Edit mode while being in Object Mode. Apparently he thinks that he should go to Edit mode for this. I just wonder why? And if I didn't think it would matter, I wouldn't ask, you smartass
Would this also work if you did it in reverse? Meaning instead of the soft body object moving the solid object moves? Thing dropping something heavy into a ball pit.
I'm having a problem in Blender 2.91 where the ball animation plays fine on a perfectly flat plane but when I try to make the ball run through a course it squashes half flat and just sits there on the surface, won't roll through the course I created for it to run through. How do I fix this?