Hi. Now I have full rigged character with armature and joint(constraint) - rigid body swaying thing system.
(It was constructed from pmx format by MMDtools (https://github.com/powroupi/blender_mmd_tools) )
I’d like to instance this using Link and create a Blend file for animation. It sould be able to respond to changes in the Modeling and Rigging process.
I was able to take out the animatable armature using proxy, but I don’t know how to move a loaded Rigid body. If collection containing it is pointed by RigidBodyWorld, sim will explode…
I’m from Houdini and I’m just getting started with Blender, so I don’t know much about how that simulation works, sorry if anything is missing.
cheers!
Now I understand about “Scene”. It contains rigid body setup ( I can’t understand why it doesn’t exist each object…), so we have to Link it and set it to “background scene” from “scene” tab.
But… I have to load some characters( so rigs). Is it a limitation that we can’t have multiple Rigidbody settings for each collection?
And if it’s a limitation, is there a way to rename internal data names like “Scene” or “RigidBodyWorld”? If physical interaction between the characters is ignored, we have to switch the “Scene” for each character, but it can not be managed because the names are all the same …
I’m not at all familiar with the use of different scene settings for different rigid bodies, but at least part of that is because it’s probably not something that needs to be done. I’m not sure exactly what you’re trying to accomplish that you feel the need to use different scene-physics settings for different parts of your render.
Individual rigid bodies have settings, including how much they’re affected by gravity and which collections they should collide with. If you wanted different gravity vectors for different rigid bodies, that’s probably something that could be done by simulating gravity with some kind of force field, although I’ve never done it.
In your case, where your rigid bodies are being used just for bone transforms, if you really needed different scene values (like steps per second, etc) for different models, you could run the physics in the linked file and bake the physics to bone transforms (or unlink the armature and bake them to bone transforms in your main file, depending on what you want.)
Thanks bandages!
I don’t have to use different rigid body’s “global” settings like speed or substep for each character, but rigid body objects imported by Link need source “Scene” to run its simulation.
I found it on here’s Object Rigid Body Constraints section
https://docs.blender.org/manual/ja/latest/files/linked_libraries/introduction.html
So if we have each character rig which exists on another .blend,“Scene” is different so we can’t assemble these with its rigid body on single .blend by Link.
Here’s what I just did to succesfully run a rigid body simulation on appended objects:
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I appended all objects from physicsappendtest.blend (375.1 KB) into a new file
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I added all of the appended objects to a new collection, named RB.
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I added the empty (the constraint) to a new collection, named RBC.
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In properties/scene/rigid body world, I specified RB as the collection and RBC as the constraints collection.
After doing that, the appended objects work fine in my scene.
I then tested it by editing the original file and reloading the appending file. It didn’t work at first. When I removed the rigid body world in properties/scene/rigid body world and then added a new world and specified the appropriate collections, it worked.
Does that help you do what you need to do?
Should be said, I don’t do much with appending, mostly because of issues like this-- it seems to me like something appropriate for teams with strict duties and workflows, but for an individual amateur like myself, it creates far more problems than it solves. When I need an object or several objects from another file, I create unlinked copies by just opening a new instance of Blender, ctrl-c copying the objects I want, and then ctrl-v pasting them into the file where I want them. (You might have reasons that you want to be appending instead, I don’t know.)
Thanks bandages!
Now I can Append multiple character’s rig on single .blend by making root collection for collections of Rigid Body World and Rigid Body Constraint. Finally I couldn’t do this about Link… but your method helped me.
Information of animation has is only the key frame, so it is waste to pay the cost of the character’s mesh and rig etc. while examining the animation. Especially when duplicating several characters… I thought that Link is wonderful instance workflow, but it can’t support rigging fully yet.