Active rigid body phasing through passive rigid body plane

I AM SICK!
I want to make a short, with glass shattering in slow motion.
But the problem I ran into, is that after the constraints (I use it because without it, they always break apart even without a forcefield or gravity) disable, the glass pieces just fall through the plane, even though it’s a passive rigid body, and at full speed even though gravity is off.
I’ve been tweaking around with rigid body settings, and nothing seems to work, it doesn’t even seem that the forcefield is even doing something.
Here’s a link to my blend file, you can delete the extra stuff like light and camera whatever, and even delete all keyphrases, just please help me out with why it’s always phasing through at full speed.
Glass shatter

rigid body simulation should start at frame 79,
Force strenght is too much try 1,
And delete glass canstrains

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Oh, thanks, I will try in a bit, can I reset the mass and steps per frame thing back to normal? Or will it affect?
Edited: Thank you, the falling part is gone, and now it just explodes, but it still phases through the plane, any way to fix that? Also, the pieces are getting pushed from the bottom and up, I want it to start from just above the centre of the whole thing, and the glass just explodes, no matter how small the force strength is, I want it to be a slow breaking, and then it falls to the ground like reality.


selckt all cracked glass door meshes, object - rigidbody- remove, then add new ones from same menu (active),
same for floor but it will have passive,

at floor planes rigid body settings: shape will be mesh, sensitivy margin will be 0.001
1

add a sphere for crushing point, add active rigid body, select “animated”
collusion margin will be 0

3

animate the sphere like touch the glass at frame 79.

rigid body world speed will be 0.1
and rigid body simulation will start at frame 79

4

gravity will be 0 until 90,
it will be z= -10 at frame 91

5

when changes will not effect the simulation, try to move objects with “g” shortcut to delete bake, or you can delete bakes at rigid body world, if it is not ork delete rigid bodies and add them again

you may need make some adjustmens, ısaw there was too little parts affecting to simulation, find them at simulation and delete them, they will be fast at beginning of simulation

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OMG, THANK YOU, You explained most of the problems! I will try this and see if I get the result I want, but thanks anyways!

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Good Day! So the explosion part is gone, and so are the most of the problems, but I am not able to somehow use the force field. I want to use the force field so that the whole thing is slowly blasted towards the -y direction, but after playing, it just breaks apart and falls, I made sure the force strength changes to 1 at frame 79. Any ideas? It’s fine if I use a ball to do the point contact, but in your video, it stills falls straight down, I want it to blast away in the front then fall.

you can increse force power, and try to change its location, ı was able to effect glas with force field at your project. But at some point you may need to key its power for parts o falling ground.
Im not sure if you can play with force fields size for a wave effect at crash
Gonna try it


tried some settings with force field;
power 1000 , is enough i think,
force fields power has keys at 81-82 and 90-91, for 0 to 1000 and 1000 to 0 switch,
gravitation is open,
falloff power is 3,

you can adjust setings and keyframe locations until you can get what you want,

hope it helps,

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Thank You! I think this will be enough! Thanks!

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