Disposing a lot of objects

Hello,
I’m a real newbie of Blender: I’ve started using it two months ago. I’m currently working on a scene of a bottle (transparent) with some jewels inside it. I have modelled the bottle, and I have the diamond model, but I can’t figure out how could I put a lot of diamonds (maybe 50-100 of them) inside the bottle. Make it by hand would be very difficult! :eek:
There is some sort of script that puts some objects in random position and rotation but with the condition that they are all toghether and each of them “touches” the others? Instead of this there are some tips you could give me to accomplish this task?

Thank for your replies.

kepler,

Dupliverts:

http://mediawiki.blender.org/index.php/Manual/DupliVerts

Best of Luck!

EDIT - Welcome to the forums!

Hej,
using the game engine’s physics engine (“bullet”) will help. Basically you define the diamonds as actors, place them above their final position and start the game simulation while recording the ipos (the calculated animation curves). After that *zou have to stop the simulation manually when you think it is finished) you switch to one of the frames where the diamonds settled, i.e. have fallen totally and don’t move anymore and use this for your further work.
Hej då

First of all, thank you for the replies!

I’ve tried to use the physics engine, but I have two problems:

  1. Blender crash if I use too many objects (and I should use a lot of them);
  2. In the tutorial I’ve found that it’s better to use actors with big dimensions (around the unity) but my diamonds are very little so this is a problem because I should scale all scene up, bake the simulation and then scale all down for it to work well. I don’t know how to de-activate the physics engine when I’m satisfied with the result and I have all objects in their place, can’t select all of them an push the “actor” button! This is necessary because placing these diamonds is an intermediary step in my scene development.

I will read about DupliVerts also, now I know almost anything about that.