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  • Turn moved rigid body objects into polygons

    Posted by Jesper Hustad on April 4, 2017 at 11:36 am

    I am making a fruit section in a grocery store.
    The fruit needs to be natrually laying in the boxes.
    So i added a rigid body to the fruit cloner and a collider to the boxes. they fit snuggly in, hurray ????
    All was fine, but now there are so many fruit boxes that it is lagging from all the rigid body object calculations very badly!

    so is there a way to turn the rigid body locations into permanent polygons?
    (“set initial state” only saves the location, still calculates)
    (make editable just turns them back to the original cloned location)
    (deleting tag also turns it back)

    or maybe solo the current object i am working on so it does not calculate other things
    (hiding them does not work)

    Brian Jones replied 9 years, 5 months ago 2 Members · 1 Reply
  • 1 Reply
  • Brian Jones

    April 4, 2017 at 2:06 pm

    the simplest way is to Cache the dynamics in the Cache tab of the rigid body tag – Bake Object (or Bake All) which will record all the motion of the objects. Then run the timeline slider up to the point you want to keep (it will jump back to frame 0) then make the cloner editable.
    No more cloner if you do that it becomes a null with a bunch of objects as children – if you want to keep cloners you could try turning Dynamic to Off once you Set Initial State, the objects would then be regarded as colliders, that should lighten the load (but I don’t know how much)

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