Summary
Hopefully, at this point, you have a good understanding of the rigid body simulation in Blender and feel confident about creating your own scenes and animations! You can always come back to this chapter or the previous one if you need a refresher.
Let’s do a quick recap to establish everything we learned today. First, we discussed how to create a wrecking ball using rigid bodies. From there, we added in a domino effect and animated a material. We learned about motor and hinge constraints and how to use them practically in a simulation. After that, we applied the rigid body to thousands of cubes and simulated them all at once. Finally, we set up the camera animation and render settings and exported the animation.
The rigid body simulation in Blender is very powerful and can be used to create many different scenes and animations. So, go play around with it and create your own simulations! This is also the end of part three of this book. In part four, we will discuss...