Is it possible to combine a rigid body sim with manual animation too? Say you wanted to have the dice land with a specific number showing but didn't want to hand animate the whole tumble? I know that is beyond the scope of this lesson but I was just wondering if it was possible to intermix like that?
There are several ways I think, even though I wasn't very successful.
I tried this tutorial without much luck
Spikey on discord suggested two methods: moving the origin point a bit away from the desired face and to simulate a cube or
make a separate cube your die and link the object data. Then you can bake the simulation of cube 1 and then just edit cube 2 to be your die and just create the faces of the die that match up with the bake.
I abandoned the idea before trying that, but I'd love to keep track of this thread if a solution is revealed
I'd recommend the second method (Linking the Object Data and then you can Rotate the die, that's not in the Rigid Body Simulation in Edit Mode to get the right number of eyes up).
The method with the changed weight (Origin) was meant for Simulating weighted dice, as the OP on Discord wanted.
You know I'd just run the simulation a couple of times and hope for the specific number to land where I want it to, I'll be throwing them dice like in real life thinking come one baby I know you an do it, give me a six. But yeah, you can hack it by baking the simulation or changing the mesh to how you want it after the simulation is done. If you've seen the one in YouTube where all the colored balls land in the same place, it's a matter of running the simulation and at the end assigning the respective color material to all the balls that landed the one same place in the end, kinda of the same hack here.