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Learn Blender Simulations the Right Way

You're reading from   Learn Blender Simulations the Right Way Create attractive and realistic animations with Mantaflow, rigid and soft bodies, and Dynamic Paint

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Product type Paperback
Published in Nov 2022
Publisher Packt
ISBN-13 9781803234151
Length 368 pages
Edition 1st Edition
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Author (1):
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Stephen Pearson Stephen Pearson
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Stephen Pearson
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Table of Contents (21) Chapters Close

Preface 1. Part 1: Using Mantaflow for Fire, Smoke, and Fluids
2. Chapter 1: An Introduction to Mantaflow FREE CHAPTER 3. Chapter 2: Understanding Domains, Flows, and Effectors 4. Chapter 3: Creating a Realistic Campfire Simulation 5. Chapter 4: Creating a Waterfall Using Mantaflow 6. Chapter 5: Creating a Realistic Explosion 7. Part 2: Simulating Physics with Soft Bodies and Cloth
8. Chapter 6: Getting Started with Soft Bodies 9. Chapter 7: Creating a Soft Body Obstacle Course 10. Chapter 8: Introduction to Cloth Simulations 11. Chapter 9: Creating a Realistic Flag 12. Part 3: Diving into Rigid Bodies
13. Chapter 10: An Introduction to Rigid Bodies 14. Chapter 11: Creating a Rigid Body Physics Course 15. Part 4: Understanding Dynamic Paint in Blender
16. Chapter 12: Introduction to Dynamic Paint 17. Chapter 13: Creating a Paintbrush Effect 18. Chapter 14: Creating a Raindrop Effect 19. Index 20. Other Books You May Enjoy

Setting up the camera tracking

The last step in this tutorial is to set up the camera so that it follows the sphere as it goes through the obstacle course. This is pretty easy to do:

  1. Select the Camera object. We are going to be adding another constraint. This time it’s the Copy Location constraint.
  2. In the Target menu, select Soft Body Sphere and uncheck Y Axis. We only want to follow the Z and the X location.
  3. Next, check Offset. This will allow you to offset the camera’s position to wherever you like, but it will still follow the sphere when you play the animation.
Figure 7.29 – Copy Location constraint

Figure 7.29 – Copy Location constraint

  1. You may notice when you play the animation, it’s not really working. That’s because the camera is following the origin point of the sphere rather than the position of the mesh.
  2. In the Copy Location constraint, there is an option for Vertex Group. You can probably guess what we are going to...
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