Quick Physics V2

by Amandeep in Addons

Documentation will be accessible by February 20th.

Below are the setup guidelines for the addon:

1. Download the Quick Physics addon as a zip file.

2. In Blender, navigate to Edit > Preferences > Add-ons.

3. Click the Install button located at the top right corner of the window.

4. Browse to the zip file, select it, then click Install Add-on.

How to utilize the addon:

Cloth Panels:

The Cloth Panel feature is divided into three parts.

1. Remeshing:

    - In edit mode, select the faces intended for conversion into cloth panels and press the 'Remesh for Panels' button.

    - There are two remeshing methods:

        - Dice remesh (recommended): Projects a grid onto the faces to create new faces.

        - Remesh Faces Individually: Ensures the dicing grid is projected per face, not just from one angle.

        - Precise: Increases precision in dicing, although rarely necessary.

    - The second remeshing method is subsurf, which subdivides the mesh using a subsurf modifier, recommended only for quad faces.

    - Create Separate Object: Remeshed faces become individual objects for simulation. Leave it enabled unless you want to use this remeshing for something other than cloth simulations.

    - Use Individual Faces: Each selected face becomes a separate part of the cloth simulation with pinned boundaries.

2. Simulation:

    - After remeshing the faces, click the 'Simulate Panels' button to start the simulation.

    - Selected faces will begin to inflate, and adjustment settings are available in the panel at the bottom left corner.

3. Finalization:

    - Simply press the 'Apply Modifiers' button to complete the process.

Cloth Dropping Simulation:

Cloth Dropping Simulation:

1. Select a plane and click the "Simulate" button to bring up the popup.

2. Enable "Subdivide" if the plane lacks sufficient geometry, and select the desired subdivision level.

3. Choose the cloth preset you wish to utilize. These presets mirror those available in the properties area when adding a cloth modifier. Any custom presets created there will also be accessible in this popup, allowing you to save frequently used settings as presets from the properties area.

4. "Add Subsurf after Cloth Modifier": Enable this option if you intend to apply a subsurface modifier after the simulation to smooth the cloth.

Cloth Simulation Settings:

Access additional cloth simulation settings within the 'Settings' Sub-Panel:

Quality: Dictates the overall quality of the cloth simulation. Higher quality settings result in slower simulations.

Time Scale: Governs the speed of the simulation. Note that values exceeding 2 may lead to instability.

Friction: Determines the friction for passive objects that interact with the cloth.

Thickness Outer: Specifies the outer collision thickness for passive objects.

Rigid Body Simulation:

To start the Rigid Body Simulation:

1. Select the objects intended for simulation (these will function as the 'active' rigid bodies) and click the simulate button.

Simulation Parameters:

- Mass: Represents the mass of each selected object.

- Friction (Active): Determines the surface friction of the active rigid bodies.

- Use Proxies: Activating this option employs automatically generated low-poly versions for simulation, enhancing speed.

- Decimate Ratio: Specifies the ratio by which to reduce the polygon count.

- Use Margin: Enabling this feature adds extra margin for collision detection.

- Margin: Defines the amount of margin on the surfaces where collisions occur.

Extra Rigid Body Simulation Settings:

Access further rigid body simulation settings within the 'Settings' Sub-Panel:

- Friction (Passive): Specifies the surface friction for passive rigid bodies (every other object in the scene that wasn't selected).

- Collision Shape: Determines the collision shape for passive objects. Mesh provides better accuracy but is slower. Convex Hull offers faster processing but isn't suitable for concave objects.

- Use Proxies only for high-density objects: When enabled, proxies are exclusively generated for objects with high density, avoiding unnecessary proxy creation for less dense objects. Note: This feature might not function correctly in beta versions.

Sales 1000+
Customer Ratings 4
Average Rating
Dev Fund Contributor
Published 18 days ago
Blender Version 4.1, 4.0, 3.6
License GPL
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