In Blender v 2.90.0, for an animation scene, I am throwing an object into a tub with both having rigid body modifiers on. The object is set to “active”, the tub is set to “passive”.
First the object was dancing around like crazy. I assume it has to do with collision detection. I played around a bit with collision margins but could not find any proper values. Object and tub have quite a similar size. Maybe that is the problem.
Anyway, I then keyframed the animation of the object so is stays still after it fell into the tub. So far, so good.
Now comes the “problem part”. I then fill the tub with water and want the already inside object getting raised by the water so that it floates.
Pouring water into the tub is no problem, but the object jumps around again and passes through the mesh of the tub a bit.
At this stage Physics settings for tub and object are:
Any have a solution for that? Maybe I am thinking too easy and I have to “connect” the object to the fluid in some way?
The very last thing I would do, is to animate the location and rotation of the object as water comes in. But that would not be that nice.