Physics Module

Ground

The first module we have in Physics is Ground. In it we can add a ground for our collisions, change the size and its different properties. Ground includes physics for RBD bodies and for particles ( Debris ).

RBD Settings

In the RBD Settings Module, is where we find the tools to provide RBD to our objects. The first tab we have is "RigidBody World" and in it we can configure different aspects of the behavior of the physics world in Blender. The accuracy of the calculations, the speed of the world, the duration of the simulation, etc...

Then we find the RBD options. The type of mass that we want to simulate, its friction, the margin of collision, rebound, etc...

Also and very important, the Deactivation tab allows us to tell our RBD to stay "off" until they are activated by an external element, either another RBD, a force, or using the Activators module that we will see later.

Parent Edge Compound

There is a "Hidden" tool in the RBD Settings module, which only appears if we have used the "Edghe Method" fracturing method. These tools are very powerful and allow a great deal of control over our fractures.

Basically, we must first choose with our chunk selector, the smallest pieces and then invert the selection. Then we will have the larger pieces selected. Click on "Parent" and the selected pieces will be "Parent" to the original pieces of the fracture. This will make it look like they are single large pieces, allowing for an interesting effect as seen in the image.

RBD Settings - Passives

A very interesting option that is also in the RBD Settings module, is to be able to convert the chunks you select into passive objects. At any time you can undo these changes, and as we will see later, there are also more advanced ways to perform this type of actions.

Kinematics by Selection

In the next module, we have the Kinematics options. These tools allow a very wide control of our simulation.

For example, in the previous example, in RBD Settings - Passives, we saw how we transformed some chunks into passive elements. The problem is that this change in the simulation is permanent.

However, with the Kinematics by Selection tool, we can obtain the same result, and we can animate it. We can keep certain parts "Passive" and at the frame of our choice, activate them. We will simply go to the frame we are interested in, click on "Add key" and add a frame to each of the pieces, deactivating its kinematic option and turning it back into an Active RBD piece.

Kinematic

The Kinematic option seems very simple, but we will see how in the future it allows infinite possibilities.

As we can see in the image, by clicking on Kinematic and then on Updated, we convert all our pieces to kinematic, therefore, they remain without simulation. The moment we choose a frame and add a keyframe from RBDLab, all the pieces of that collection will stop being kinematic and will be simulated again. This tool will allow us to create incredible effects in the following module "Activators".

Handler

The Handler tool allows a lot of versatility with our simulations. Working together with Kinematic, it allows us to animate a whole group of chunks manually, and at the moment we want (by adding a keyframe to Kinematic) we activate the simulation.

We can see the process in this example, but it is very simple, the possibilities are endless. A meteorite that advances and we can destroy at the time we want, a block of stone that collapses to our liking and we decide when it begins to fracture, etc...