I can do a falling torus onto a plane, but I wanna have a modification: a ball moving upwards on a skewed plane and then slowing and increasing the velocity in the opposite direction as would physics suggest. My question is: how do I give the ball an initial velocity?
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so the ball needs to have physics from the beginning except it's going upwards? – moonboots Nov 12 '20 at 17:42
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@moonboots mostly yes. It should just have an initial velocity so no violation of physics occurs as it moves upwards the plane. I just do not know ho do I give it this initial velocity. I expect Blender then correctly and automatically gives it the opposite velocity (smoothly) in the opposite direction. – user3357120 Nov 12 '20 at 17:45
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@moonboots What do you mean by "have physics" ? "obey physics" or "have initial velocity" instead of physics ? – user3357120 Nov 12 '20 at 17:46
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at the beginning you could animate your object with the Rigid Body > Settings > Animate option that you can keyframe, but it will be animation, not physics, then disable this option, keyframe, and let the physics act on the object – moonboots Nov 12 '20 at 17:52
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@moonboots I have found the 2 buttons in Mass Dynamic and Animated, but I do not know how to use them. I'm a beginner and not familiar with the "keyframe" concept. Perhaps you could give me some hints to begin with. This specific question of mine is hard to seek in google which I would consult in other case. – user3357120 Nov 12 '20 at 17:59
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Related : https://blender.stackexchange.com/a/5102/29586 – Rich Sedman Nov 12 '20 at 18:22
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There might be another solution but I don't know it. So what you could do is:
Give your object a Rigid Body > Type > Active, create your slope, Type > Passive.
Put your object on the bottom, make sure it doesn't come across the surface, give your object a keyframe (i) > Location, Rotation and Scale, enable the Rigid Body > Animated option and give it a keyframe as well (put your mouse cursor over the option and press i):
- Several frames later, move the cube a bit, create a second keyframe for your object, then disable the Animated option and keyframe again:
- If the initial momentum is strong enough, it should work fine:
moonboots
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I'm trying to understand what's going on here and sounds correct. Could you provide me with a .blend file ? – user3357120 Nov 12 '20 at 18:33
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Good. Now I just want to make it moving. Where do I enable it as in your last picture ? There is missing the |> button at the bottom. – user3357120 Nov 12 '20 at 18:41
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My cube falls down on the left without moving upwards to the right whenever I change something. Which parameter do I have wrong here ? – user3357120 Nov 12 '20 at 19:05
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I don't know, maybe make sure that the cube doesn't touch the surface of the slope, if it still doesn't work, share your file: https://blend-exchange.giantcowfilms.com/ – moonboots Nov 12 '20 at 19:10
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Please see here:
I wanna move the cube more to the right, where can I change this ?
– user3357120
Nov 12 '20 at 19:20
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1as I said, make sure that the cube doesn't touch the surface of the slope, it's the problem here, the cube goes through the surface at frame 0 and 5 – moonboots Nov 12 '20 at 19:24
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Right it works now. But when I press the "G" key for Grab and then press mouse the cube is not in the position I put it right now but in a previous one. How can I fix it ? – user3357120 Nov 12 '20 at 19:27
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And yet, how can I create the horizontal green line between the 2 yellow dots indicating the seconds ? What this line means, when connecting the two points ? May it have a different color from green ? – user3357120 Nov 12 '20 at 19:37
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it means that,- there are no transformations between keyframe 1 and 2 – moonboots Nov 12 '20 at 19:39
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Where can I set this line to Green ? I have created an Orange one and the cube stays at rest. – user3357120 Nov 12 '20 at 19:41
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oh ok you must be talking about the line that means that it has calculated the physics simulation, anyway you don't have to care about these lines – moonboots Nov 12 '20 at 19:43
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Sorry to continue asking do you mind? Here, the cube doesn't move at all, why?
– user3357120
Nov 12 '20 at 19:47
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