Learn how to create a scene of falling buttons image montage with Rigid Body Physics

With the release of Blender 2.66 we now have native access to Rigid Body physic simulation tools, which can be used to create all kind of effects. Using rigid bodies we can make objects realistically interact with each other just as they would in the real world.

In this tutorial you’ll learn how to use the Rigid Body simulation system to create a scene of textured, falling buttons that fall into place, forming an image montage. You’ll learn how to create active and passive rigid bodies, how to calculate object mass, how to model the buttons, and how to use the UV Project Modifier to texture the buttons.

View the final result:

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Discussion

69 Responses to “Using Rigid Body Physics to Create a Falling Buttons Image”
  1. Posts: 19

    WHOOT!!!! New Blender with Rigid Body physics, then a new tutorial from Gottfried on BlenderCookie!!! Love it, want more, please.

    #
    1
    Feb 28, 2013 at 1:21 pm
  2. Posts: 54

    Thanks! This looks pretty cool!

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    2
    Feb 28, 2013 at 1:22 pm
  3. Posts: 54

    Another citizen tutorial, lights fadings, limbs growing cold… oh wait! Just kidding thanks for the tut!

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    3
    Feb 28, 2013 at 2:11 pm
    • Posts: 54

      Ahaha. I thought about pretending to be mad that there weren’t more citizen tutorials. LOL.

      #
      3.1
      Feb 28, 2013 at 5:00 pm
  4. Posts: 1

    Ok, so now that I’ve picked my jaw up and changed my shorts… wow. You could hand me the finished product of this and ask me to replicate it.. I’d tell you to jump off a roof. I’d have never thought it could be done without manually unwrapping and aligning pieces of the image to each other, one at a time… amazing. Thanks so much for this, I’ll now have something to work on this weekend!

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    4
    Feb 28, 2013 at 2:15 pm
  5. Posts: 1

    Sometimes i think that tutorial makers are magicians! Simply clever!
    Thanks!

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    5
    Feb 28, 2013 at 3:21 pm
  6. Posts: 8

    Instead of a Circle Rim when making the hole, use the Crease Value.

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    6
    Feb 28, 2013 at 4:15 pm
  7. Posts: 115

    This is just an awesome tutorial, Gottfried really brought some Nuggets!

    The finished render is so stylishly cool, really a fantastic result, and so many useful tips and tricks(and hacks), really taking it up a notch, Blender 2.66 is a new level of versatility and power.

    This would have to be one of the best (with its subdued epicness) Blender tuts I have seen in a while, thanks Blender Cookie, and of course Gottfried Hofmann!

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    7
    Feb 28, 2013 at 8:51 pm
  8. Posts: 2

    Hahahaha, it was really funny how you mannage to use the bugs in Blender to acomplish that, learned a lot, thanks for this amazing tutorial, cheers.

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    8
    Feb 28, 2013 at 10:07 pm
  9. Posts: 3

    Great job Gottfried.
    Tried to do something like this a while ago, and never got the ‘baking the UV project’ thing. Anyway, I came across a couple of things when I followed your tute. Not sure if they’re bugs, but here they are;
    1. When doing the prop edit rotate around individual centres on all the buttons. I don’t get the influence circle with the mouse wheel. It works with move, but not rotate or scale, and when I cancel out of it, it forgets that I enabled proportional edit. I tried this afterward on a simple scene and it worked fine. Something must have broke en route.
    2. It doesn’t seem that the baked physics are safe even when cached. I notice they are not saved in the same way as fluid or smoke sims, but instead in the blend file. Anyway, somewhere between saves I have some random anomalies happening which have screwed up my ‘end state’ for the image, and of course because all modifiers got committed I cannot fix this. I guess, I should have made a copy layer. Oh well.
    Anyway, these are merely observations and not a critique towards your excellent tutorial. Look forward to future physics stuff.

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    9
    Mar 1, 2013 at 4:44 am
  10. Ahmad
    Posts: 2

    Hi, awesome stuff. I was just wondering, why does all the rigid body bullet tests in blender feel slow ?

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    10
    Mar 1, 2013 at 4:52 am
    • Posts: 454

      Because there is a lot of calculations to be made.
      -Alex

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      10.1
      Mar 1, 2013 at 5:52 am
    • Posts: 2971

      It is normal for simulations to not run at real time due to the complexity. However, if you bake the simulation from Scene > Cache it will run much faster.

      #
      10.2
      Mar 1, 2013 at 9:38 am
  11. Posts: 77

    Not sure what I’m missing but some buttons still fall through the floor.

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    11
    Mar 1, 2013 at 5:00 am
    • Posts: 15

      You should increase the “Steps per second” option in the rigid body world settings under the scene tab.

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      11.1
      Mar 1, 2013 at 9:47 am
  12. Posts: 15

    Oh man thatnx for an awesome tip, i loved that effect on Paramount in Benjamin Button, awesome TNX!

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    12
    Mar 1, 2013 at 5:20 am
  13. Posts: 37

    So cool :)

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    13
    Mar 1, 2013 at 6:05 am
  14. alwadhani
    Posts: 14

    this tutorial was done in the maxcookie using:
    -3ds max using plugins mparticle and Vray.
    -Fusion for comps.
    -and it took longer ” its 2 part tutorial”
    -AND it was CITIZEN TUTORIAL :(
    and then Gottfried Hofmann arrived

    45min and you delivers an awesome effect with blender o.O “SPEECH LESS”

    am a big fan Mr Gottfried Hofmann you are my favorite tutorial artist and author please NEVER STOP you are a sea of knowledge ;)

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    14
    Mar 1, 2013 at 6:33 am
  15. Posts: 35

    This is freaking awsome! *proud to be german* :)

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    15
    Mar 1, 2013 at 6:59 am
  16. Posts: 13

    WHAT?!

    I just saw the result and it’s beautiful!
    I will watch the tutorial later today.

    Thank you Gottfried for one more excellent tutorial!

    Cheers!

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    16
    Mar 1, 2013 at 7:01 am
  17. NCBlender
    Posts: 3

    Excellent tutorial. Very easy to follow and super informative.

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    17
    Mar 1, 2013 at 8:36 am
  18. Bupla
    Posts: 2

    Great tutorial Gottfried, just one thing: actually there’s no need to do Alt-C on the objects, there is an “Apply Modifiers” that works with a selection of multiple objects.
    Spacebar > Search > Apply Modifiers.

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    18
    Mar 1, 2013 at 9:53 am
    • Posts: 25

      Don’t have that here. Neither in object- nor in editmode. 2.66 linux x64 official build.

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      18.1
      Mar 1, 2013 at 10:30 am
    • Posts: 2971

      Do you happen to be using my Jay Tools add-on? It adds an Apply Modifiers operator.

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      18.2
      Mar 1, 2013 at 10:31 am
      • Bupla
        Posts: 2

        I have the OSX build 2.66 54881 by Aloyr from Graphicall. I don’t know which add-on adds this functionnality, but that’s usefull.

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        18.2.1
        Mar 1, 2013 at 11:04 am
  19. Posts: 15

    Great tutorial! Here’s something I found which may save someone some frustration… If you use “Alt-D” instead of “Shift-D” to create multiple rigid bodies which are linked, you may find that the final Alt-C command to apply all modifiers doesn’t work. You will need to make all objects single users before applying the modifiers. I hope that saves someone a headache.

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    19
    Mar 1, 2013 at 12:59 pm
    • Posts: 19

      I’ am not sure what you mean with “You will need to make all objects single users before applying the modifiers. I hope that saves someone a headache.”

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      19.1
      Mar 2, 2013 at 8:00 pm
      • Posts: 15

        Simply select an object or objects and press “U”. This command breaks dynamic links with other objects (removes dependencies).

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        19.1.1
        Mar 2, 2013 at 9:10 pm
      • Posts: 19

        It is not working…hm..i have all buttons selceted and press “U” and than i have choose “Object” and “Object & Data”. Than i apply the Subsurface modifier and the UV projection modifier, but the resulut looks not very good

        Here is the OpenGL buggy test render: https://www.dropbox.com/s/tk9fjrmdbk89gpm/0001-0250.avi?m

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        19.1.2
        Mar 3, 2013 at 6:34 am
  20. Anonymous
    Posts: 7

    Thank you Gottfried, this is one of the best Blender tutorials I’ve seen. Didn’t know about that UV projection modifier, it seems really useful.

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    20
    Mar 1, 2013 at 1:13 pm
  21. Posts: 10

    Ctrl+A should include “apply modifiers”

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    21
    Mar 1, 2013 at 2:30 pm
  22. Aaron
    Posts: 5

    Mesh-from-curves does not work. Everything up to that point is solid, however this method is key and my 2.66 windows build does not show the same result of the ‘hackery trick.’

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    22
    Mar 1, 2013 at 11:50 pm
  23. Posts: 6

    And the Oscar for best Blender tutorial goes to… Gottfried. Amazing!

    This is why I *love* Blender!

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    23
    Mar 2, 2013 at 4:04 am
  24. Aaron
    Posts: 5

    Alt+c does not work and I’m quite surprised that no one else is running into this, considering that the method used is a trick. I dumbed my meshes (all exactly the same mesh) down to 6-face rectangles and alt+c and the tab still affect the projection the same way, very different from the video. I’d download Gottfried’s blend, but I’m almost certain that opening his file on my 2.66 windows build will remain broken.

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    24
    Mar 2, 2013 at 8:42 am
    • fladen
      Posts: 1

      I have learned the same issue, after I used the most current blender version. It is not possible to use Alt+C with multiple objects, anymore. The last working version I have is r54919.

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      24.1
      Mar 8, 2013 at 8:17 am
  25. Posts: 2

    Well i dosent even reach to the point ALT+C. I made the buttons like shown in the tutorial. I have serval issues and im unsure what ill do wrong. Fist the Buttons drop still through the floor. But this is a random occurance. If they do theres no way to fix it it seems even rising the stepping as mentioned before dosent do the trick. Then, as a second, the buttons wont rotate. They drop to the floor in a straight way even if i duplicate them and intersect them. I must be missing something.

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    25
    Mar 2, 2013 at 11:31 am
  26. Aaron
    Posts: 5

    Klaus, clear the rigid bodies catch by removing it and re-applying it (active objects need to be activated, passive objects need to be passive). Also make sure that there is enough distance between falling objects and the ground and make sure that the ground itself is thicker (had these falling-through and catching problems but I played around with them).

    It appears that the uv-project modifier is the remaining problem for me, because my image is tiled and so I cannot convert objects mesh-from curves the way this tutorial suggests (I have not altered ANY image settings in line with the tutorial). Frustrating.

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    26
    Mar 2, 2013 at 1:27 pm
  27. Posts: 2

    Ah i see .. thank you :)
    I try that.. lets see if that works

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    27
    Mar 2, 2013 at 3:39 pm
  28. Posts: 3

    hey i’m running into an issue after i’ve used the uv project modifier. In material view, I see the image displayed on the button and everything seems fine. However, when I switch to render view, It only shows that fuchsia color. I have the image Texture node on all my buttons with the same image I have my camera projecting.

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    28
    Mar 2, 2013 at 4:41 pm
  29. Sergej Reich
    Posts: 1

    Hey, just wanted to mention that the bug mentioned at the 13 minute mark is fixed now :)
    Fix will be in 2.66a.

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    29
    Mar 3, 2013 at 12:39 am
  30. PhysicsGuy
    Posts: 13

    Thanks for a really great tutorial.

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    30
    Mar 3, 2013 at 2:26 am
  31. Posts: 6

    It took my slow laptop 19 hours of rendering: http://www.youtube.com/watch?v=4_KSeysEihs

    Now I have a nice new facebook-header ;-)

    Thanks to Gottfried!

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    31
    Mar 3, 2013 at 2:54 am
  32. Posts: 20

    Gottfried, thank you for this turorial – I noted that you use copied versions of the button object. Maybe this is a stupid question, but how so I create the same using a particle system which uses an object for the particle (or a group of objects)? If I am setting the particle reference object to rigit-active, this does not seem to have an effect on the particle objects. If I set this on the emitter, the emitter falls down ;-) . So how do I apply the rigit setting I want to have to all the particles’ instanced objects?

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    32
    Mar 3, 2013 at 7:33 am
    • Posts: 454

      Use the particles to generate them then press Ctrl+A and click make duplicates real and apply physics on those.
      -Alex

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      32.1
      Mar 4, 2013 at 4:49 am
      • Posts: 20

        Thank you. Currently I think this is the only way, but not sure if this copying is incorporating the fact that a particle system emits particles over the timeline. So how do you manually copy to particles that are not yet spawned (maybe once baked)? However, I found this thread http://blenderartists.org/forum/showthread.php?279329-Copy-Particles-to-Rigid-Bodies which has a script addressing this. I will test it (for my immediate need I simply used copies of rigid objects as Gottfried did, but that is harder to control as you cannot “spawn” them. Not tried yet if you can keyframe whether an object is rigid or not. Anyone tried that yet?

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        32.1.1
        Mar 5, 2013 at 12:02 pm
  33. Miguel
    Posts: 1
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    33
    Mar 4, 2013 at 11:40 am
  34. Great tutorial man,
    i have learned a lot and i like youre style of making tutorials.
    Thank´s man,

    Schöne Grüße vom Chiemsee,

    Wasti

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    34
    Mar 4, 2013 at 12:19 pm
  35. David
    Posts: 4

    Great tutorial – thanks.
    I have one problem. The mapped image on each of my objects is not sticky on the
    object when the object moves. Rather it is as if the objects are moving through
    a “projected image space” which is the projected image from the camera.
    David

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    35
    Mar 5, 2013 at 12:56 pm
  36. Ayetach
    Posts: 2

    Any chance I can render this without cycles? My current macbook is incompatible with the hardware requirements for cycles. When I do render this in internal – the buttons are simply silhouettes of gray, what would I need to change to make Blender correctly render this out in internal?

    #
    36
    Mar 5, 2013 at 12:56 pm
    • Posts: 454

      You will need to set up new materials for blender internal and a light for internal.
      -Alex

      #
      36.1
      Mar 6, 2013 at 5:32 am
      • Ayetach
        Posts: 2

        Would I still be able to keep the image and make it static to each object that is within the area that I projected it to?

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        36.1.1
        Mar 6, 2013 at 8:09 am
    • Posts: 454

      Yes that will stay the same, just BI and cycles use different material setups.
      -Alex

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      36.2
      Mar 7, 2013 at 2:18 am
  37. Kirill
    Posts: 66

    Gottfried, you’re great with investigating cool effects! :)
    And this is another good case!

    Additional BIG thanks to Sergej Reich for his great work with Rigid Body physics integration!

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    37
    Mar 5, 2013 at 5:45 pm
  38. Posts: 10

    This was a fantastic tutorial. Thank you for creating it!

    I’m creating a version of this where the image created on the falling objects has an alpha channel, and the objects themselves have their own UV maps (diffuse, normal & spec). I was hoping that the objects in the alpha channel would maintain their original look while the ones that fell in the image would contain the image mapping. But, that seems to be pretty complicated and beyond my abilities. I’ll keep working on it. :-)

    Is there any way to minimize the shaking of the objects after they land? They all seem to wiggle, well after they should be in their final resting position. I’ve tried to apply a variety of dampers to get them to stop acting like jumping beans, but nothing seems to work.

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    38
    Mar 6, 2013 at 2:27 pm
    • Kirill
      Posts: 66

      Increasing calculations per second?

      #
      38.1
      Mar 6, 2013 at 5:41 pm
    • Posts: 454

      Increase friction and enable deactivation below a certain velocity.
      -Alex

      #
      38.2
      Mar 7, 2013 at 2:15 am
  39. Posts: 2

    Holy Moly ;) danke Gottfried! this looks great – i’ll try this at the weekend … thx … wirklich klasse.

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    39
    Mar 6, 2013 at 3:26 pm
  40. Posts: 2

    Thanks,very nice. Here is my try, mixed with cell fracture:
    http://www.youtube.com/watch?v=MrvwFI4Ujkw

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    40
    Mar 8, 2013 at 12:15 pm
  41. Posts: 1024
  42. steven
    Posts: 4

    What do you mean that hit A and A again because after that all of my object are selected and the uv copies doesn’t works on the buttons.How come that all of your buttons became selected with CTR-L?

    #
    42
    Mar 10, 2013 at 5:32 am
    • Posts: 454

      Pressing a twice will select all/deselect all, shift + L will bring up the menu to select linked, ctrl + L is used to create links.
      -Alex

      #
      42.1
      Mar 10, 2013 at 6:24 am
  43. steven
    Posts: 4

    Ok it works.But….. My buttons are duplicated with ALT-D.Second, wen i press CTR_L instead of join uv layouts i press modifiers:-).

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    43
    Mar 10, 2013 at 6:06 am
  44. steven
    Posts: 4

    Actually if you keep the simplified mode, and you put the projection modifier on top of the modifier stack the ALT-C works without problems for me.

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    44
    Mar 10, 2013 at 6:56 am
  45. Akihisa
    Posts: 2

    Just awesome ! really great job

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    45
    Mar 16, 2013 at 5:58 pm

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