- User Since
- May 20 2019, 2:55 AM (16 w, 6 d)
May 24 2019
That is such an obtuse behaviour!
Surely no one expects this behaviour?
May 21 2019
That should work fine, yes.
Have a decent play with the removing and adding, cause it produces different results all the time.
The big issue here though is that it sets EVERYTHING to default Dynamic/Active and resets mass. Even if it already had a rigidbody. So you lose everything you set up already.
Actually. delete this.
May 20 2019
Actually, the documentation mentions what happens going from Animated on to Animated off.
Please do not close this!
The following is what I did to create the scene:
- Add floor, set rigid body to passive.
- Add cube, lift off ground so it will fall, give it a default active rigid body.
- Duplicate cube several times and arrange so that they will stack on top of each other.
- Let the simulation play.
- Select objects that are at the bottom of the stack.
- Move forward on the timeline and insert keyframe > scaling.
- Move forward 1 frame.
- Set scale (individual origins) to 0.
- Insert keyframe.
- Now these objects have become disconnected from the physics and their starting position/rotation is now set to the values of where the keyframes were set.
This is a problem, when the RigidBodyWorld becomes corrupted and the only way to get the physics running again is to set the RigidBody Collection to that collection. Which is how it came up to begin with.
I'm not sure if this belongs to https://developer.blender.org/T64879 or here,
Did you press the X?
Still broken in 2.8. What is the workaround?