Inverse physics-matics

I have an idea of animating some blocky objects. However, my goal is to make the end result look like ordinary Earthly physics got them there.

So for instance, if I'm trying to replicate an image of a dice role, two dice, I want to set the end result of the dice to be 4 and 5, and then have blender predict what series of rolls and tumbles and initial conditions got it there.

If I know what I want my end result to be, but I don't know how to generate the physics that got my objects to that end result, what do I do? 

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  • Omar Domenech replied

    Maybe run the simulation and at the end, flip the dice to the number you want and keyframe that? The way I see people doing physics is just run the simulations over and over until things stumble the way they want it. Fiddle something here and there, but basically leave it to entropy and randomness. 

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  • Sid Edwards(soundstormlabs) replied

    Well that's pretty awful, isn't there a way I can keyframe the start and end and have Blender approximate the physics in between?

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  • Martin Bergwerf replied

    HI Sid,

    What I'd do, is make a Linked Duplicate, roll a dice with a Rigid Body Simulation, (maybe Bake it ) and then Rotate the non Rigid Body dice in Edit Mode,  to get the number I want up on the Rgid Boby one:

    Dice.png

    I think this might be too advanced for you at the moment, to be honest.

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