I’ll just get to it. Is it possible for a rigid body object (that’s active) to also be a fluid obstacle? I wanted to do an animation where a piece of debris that’s rigid body simmed hits a pond.
Also, does anyone have an idea of how I could change rigid body attributes once the debris hits the water (this is assuming I figure out how to get the first part to work)? My objective is to have the debris start moving/sinking more slowly when it’s in the water. This effect could be keyframed.
Thanks for the replies in advance.
You can bake the rigid body sim to keyframes first and then run the fluid sim. You would just need to expand the keyframes after the object hits the water to slow it down.
Aha. That’s what I thought I would have to do. I was hoping that you could do multiple sims at once, but I guess not.