Things that fall#

Any object (collider) can fall: it drops, tumbles, slides, bounces, stacks and knocks into other things, and the smoke, the water and the wind push it about. Turn on Falls in its Properties (Physics), or add one from the Things that fall group in Create. It works in every kind of scene: a crate dropped into a campfire, a boulder into a pond, a tower of blocks knocked down in an empty set.

Knocking down a tower: a bowling ball through a tower of wooden blocks, and a domino run, on the stage in sunlight.

Making something fall#

A tower of blocks and a thrown steel ball dragged in from Create › Things that fall: the ball knocks the tower down.

The Things that fall blocks are real size: a falling box, a bouncy ball, a 1 m boulder, a thrown steel ball, a steel drum, a domino run, a tower of blocks and a stack of crates.

Materials#

Material Density (kg/m³) Friction Bounce Look
Wood (pine) 550 0.45 0.35 grain and knots
Stone (granite) 2650 0.6 0.25 speckled crystals
Concrete 2400 0.65 0.2 blotches and pores
Brick 1900 0.6 0.15 bricks and mortar
Steel, aluminium 7850, 2700 0.45 0.45 brushed metal
Glass, ice 2500, 917 0.5, 0.05 0.5, 0.25 clear: they refract what is behind them
Plastic, rubber 950, 1100 0.35, 0.9 0.5, 0.8 glossy, matte
Ceramic, cardboard, foam 2300, 120, 40
Painted metal, plaster wall, fabric, earth

The numbers are handbook values. Friction is the Coulomb coefficient: a block on a slope slides once the slope is steeper than the angle whose tangent is its friction (24° for wood). Bounce is the share of its speed a thing keeps off a hard floor. A hollow everyday thing uses its weight over the space it takes up: a cardboard box 120 kg/m³, a crate of slats about 300.

What moves them#

Things attached to a falling object (Attach to in the viewer's menus) go with it: a fire on a crate, a lamp on a swinging sign, the pins of a flag on a falling pole. An emitter tips over and tumbles with it, shape and jet: a flame jet on a toppling barrel keeps firing out of the barrel.

Crates into a fire: three wooden crates dropped onto a campfire; they land on the logs, catch and burn.

Breaking#

Breaks (Properties › Breaking) cuts an object beforehand into pieces glued together, which come apart where it is hit or loaded harder than it holds. A wall is knocked through, a pane shattered, a vase smashed, a crate splintered. A piece breaks away when something meets it faster than its material takes (glass and pottery about 2.5 m/s, brick 2, wood 7, steel 60), less so when what hits it is much lighter than it: the stone goes through the pane, a grain of sand does not. A joint also gives way when it is pulled apart harder than its strength over its area, sheared harder than that plus the friction of what presses it together, or bent past what its section holds. So a wall stands under its own weight, a soft knock cracks it, and a hard one brings it down, the bricks above the hole caving in; a vase tips off a table whole and shatters where it lands. In a thing broken into chunks, and in a mesh, each joint takes a share of a load as its glued area does, so where two chunks barely meet carries next to nothing, and a stone or concrete thing stands whole until it is hit. A mesh standing where it is is glued to the ground at its feet.

Where each thing is first hit is found by running the shot once with nothing breaking, and its cracks crowd round that spot: small chips where it is hit, larger pieces further off, as real breaks go. A crack runs on from where it is hit as far as the material lets it: glass and pottery shatter right through (the glass round a stone's hole cracks to the frame and stays in it), stone and brick less, wood splits off where it is hit, metal not at all. Until its first crack opens it is drawn whole, without seams (a brick wall shows its joints, and a burning thing its pieces).

Metal and plastic bend before they break: loaded past their yield, their joints take the bend they are forced into and keep it, so a post hit by a wrecking ball folds over and stays folded, a sheet-metal box crumples, and a joint tears only once it has bent too far.

Broken faces show the material's inside: raw brick, pale wood, the green edge of glass. Where it breaks it throws up dust, as much as the material holds (mortar, plaster and soil most, glass hardly any), in the smoke's colour (Shading › Smoke colour: a pale brown for dust). Hundreds of pieces are drawn, shadowed, hide the fire and the liquid behind them, and the gas and the water flow round them and are pushed by them.

The Things that fall blocks include a brick wall, a glass pane in its frame, a concrete pillar, a wooden crate that splinters and a vase. Presets: Ball through a brick wall, Stone through a window, Vase off a table.

Ball through a brick wall: a 260 kg steel ball punches through, the bricks above cave in and the dust rolls out.
Stone through a window: the glass cracks out from where the stone hits to the frame, and its daggers stay in it.
Vase off a table: it tips off the edge whole and shatters on the floor into curved shards.

Breaking and burning#

An object that both Breaks and is Burnable (with Spreading fire on) burns piece by piece. Wood burns as wood does (engine/wood_fire.py), each kind by its own figures, spot by spot over the surface of each of its pieces (a grid of spots on each face, where the fire's heat on it is felt): its char starts where the flames touch it and spreads from there, across the seams between its pieces, rather than a whole board darkening at once. A face glued to the next piece is inside the wood and does not burn until the pieces come apart.

On the stage, wood that heats browns, then chars black and cracks into blocks as its char shrinks (alligatoring), the blocks growing as the char deepens, its cracks glowing orange in patches where it burns hardest and a dull red as it cools; spent char greys with ash where it faces up. Its char front is ragged, and runs on across the seams between its boards as the flames do, rather than stepping at each one.

Real wood burns slowly: a shed takes minutes to catch all over and tens of minutes to char through. Spreading fire › Burn speed-up runs the wood's burning that many times faster than real while the flames and the smoke move at their own speed, a time-lapse of a building burning down. Keyframe it to let the fire grow at its own pace and then speed through the burning down. (Other burnable things, and the ground, go by Spreading fire's Catch time, Creep speed and Burn time.)

Preset: Shed on fire, a pile of rubbish burning in the back corner of a pine shed, its posts, walls, door header and roof all breakable and burnable: it climbs the corner, flashes over under the roof, burns all over, chars through and falls in, 8 times faster than real, then 200 times.

Joints and ropes#

Joined by (Properties › Joint) holds an object to another object or to a fixed point. An object with a joint falls (it needs no Falls). An object can have more than one joint: a plank seat on two ropes, a plank of a rope bridge tied to the planks either side of it, a lid on a hinge with a spring to hold it up. On an object that has a joint, Hang it on another rope and Tie it with another rope to (and Hinge it to) in the viewer's menus add one beside it: its further joints are its More joints, each with the same settings as the first (Joined by, Joined to, Joint on it and the rest), and any it does not give its own are the first's. A second rope or spring goes from the other end of its longest side from its last one (one tied at its middle is moved to one end), a third from a free corner, each tied straight above on what it hangs from. Setting Joined by to Nothing takes them all off; only the first has a keyed Motor speed (a further hinge turns at the speed it gives, if any).

Where it is held:

The Ropes and hinges blocks are a wrecking ball on a crane, a rope swing, a swing on two ropes (a plank seat that stays level from end to end), a counterweight that lifts a crate on a rope over two pulleys, a rope bridge of six planks each tied to the next by two ropes (it sags about a thirteenth of its span), a door on hinges in its frame, a hanging lamp (its light swings with it), a weight on a spring and a seesaw that flips a ball into the air. Preset: Wrecking ball, through a brick wall.

Wrecking ball: a 900 kg ball on a crane's cable swings down into a brick wall at 6 m/s and bursts through it.
Chain and rope: a steel weight on a 12 mm chain swings into a stack of crates and knocks it over, while a crate on a rope thrown over the beam drops, is caught and swings under it.

People and cars#

Build (Properties › Physics) makes an object a thing of many parts on joints, in its box, all one object in the scene:

Their parts are drawn in the object's material (a car's in its colour, its tyres black rubber, its cabin tinted glass), the smoke and water flow round them, and sand and snow are pushed aside by them. Blocks: People and cars in Create.

Crash test: a car at 30 km/h hits a crash-test figure, which folds over its bonnet, then bursts through a brick wall and stops among the bricks.
Stunt fall: a figure standing braced on a block is hit in the chest by a thrown ball, goes limp and tumbles off.

Explosions#

An emitter's Blast (in its Motion settings) is an explosive charge, in kilograms of TNT, that goes off when the emitter ignites (Ignite at). Its blast wave throws every object that falls away from it, at the speed its impulse gives the object: the impulse on the face toward it, falling off as one over the distance and growing as the charge to the power two-thirds. A kilogram a metre off gives 400 Pa s (the shock's impulse, doubled as it reflects), enough to throw a 40 cm wooden crate at 5 m/s. Breakable things are blown apart: each piece takes its own push, and the joints between pieces thrown apart break. Sand, snow, mud, jelly and clay are thrown too (Sand, snow and mud). The emitter's own burst (Fuel, Temperature, Burst speed) makes the fireball and the smoke.

The Explosion block in Create › Fire is a 2 kg charge with its fireball. Preset: Blast in a yard.

Blast in a yard: two kilograms of explosive throw crates and barrels clear, blow down a brick wall and flatten a heap of sand.

In the viewer each charge is marked where it is, as a burst the size of its fireball, bright as it goes off, with its weight and the frame it goes off on.

Lightning#

A light of the Lightning kind is a bolt from its Position to where it Strikes. Its channel is jagged at every scale, as real lightning is (about 1.4 times as long as the straight line), with branches that light up only in its first flash. It flashes a few times down the same channel (Flashes: its return strokes, tens of milliseconds apart, each fading in about 20 ms). Its core glows white-hot, with a halo in the air round it, and through the flash it lights the set and the smoke like a row of lamps down its channel (Intensity). Where it strikes it starts a fire (Sets fire where it strikes), which catches whatever will burn there when Spreading fire is on. Branches, Thickness and Bolt seed shape it.

The Lightning block is in Create › Lights. In the viewer its channel is drawn from where it starts to where it strikes; select it and drag the diamond at the bottom over the ground to choose where it strikes. Preset: Lightning strikes a post.

Lightning strikes a post: three flashes down a branching channel light up the yard at dusk, and the post catches and burns.

Lightning is drawn on the stage, so in sky scenes, where there is no stage, it does not show yet.

Tilted objects#

Tilt and Roll (Properties › Shape) tip an object over, after its Rotation about the vertical. Tilt leans its top toward its front (it turns about its own sideways axis); Roll leans its top to its left (about its own front-to-back axis). A plank tilted 20° is a ramp; a wall can lean, a wheel lie on its side or stand on its rim. Everything meets it at its slope: smoke slides up its underside, water runs down it, sand piles on it, cloth drapes over it, and a falling thing slides down it if the slope is steeper than its friction angle (a wooden box on a wooden plank: past 24°) and stays put if not. Keyframe Tilt or Roll to tip a tray or flip a flap: what is on it is thrown by its turning.

The Ramp block (Create › Objects) is a 2 m plank propped up at 20°. Ball down a ramp (Things that fall) rolls a steel ball down one into a row of dominoes.

Motors#

A hinge with a Motor speed (Properties › Joint, in turns a minute) is driven round at that speed: anticlockwise looking down its Hinge axis from its tip (negative: the other way). Motor strength is the most turning force the motor has, in newton metres. The motor gets up to speed as fast as that can turn what it drives, and holds the speed against the load; a load too much for it (an arm too heavy to lift, a cart on too steep a slope) stalls it. The motor pushes back on what it is joined to: four wheels hinged to a cart drive the cart along, and a fan on a fixed post just turns. Keyframe Motor speed to start, speed up or stop it: keyed down to 0, it brakes.

The Machines blocks (Create › Machines) are a motor cart (four rubber wheels at 30 turns a minute: it drives off at half a metre a second), a turntable that spins up until the blocks on it fly off, and a windmill whose sails stir the smoke. Preset: Cart off a ramp, a burning cart that jumps a ramp into a tower of blocks.

Cart off a ramp: a burning motor cart races up a 15° ramp, jumps, crashes through a tower of blocks and brakes into a barrier.

Heat#

Every object has a temperature (Properties › Heat › Temperature: how hot it is as it starts) and warms and cools as the real thing would, by what it is made of and how big it is. A steel bar held in a fire's plume heats through in minutes and glows; a log's skin scorches in seconds while its heart stays cold; a red-hot steel ball dropped in water boils the water round it, held off by a film of its own steam at first, and cools to black. An object takes heat from:

and gives it back the same ways: it radiates, heats the air next to it (a shimmering plume rises off a hot bar and lights what burns above it), and warms or chills what touches it. Its surface and its inside each have a temperature: steel's even out within seconds, a log's or a brick's slowly.

Keeps its temperature holds an object at its Temperature, as something the shot does not show would: a hot plate on its element, a stove, ground frozen hard. It still heats and chills what meets it. Scenes saved before objects warmed and cooled open with it on for every object whose Temperature is not 20 °C, so they behave as they did.

Hot, an object glows as a blackbody at its surface's temperature, dull red at about 500 °C, orange by 1000 °C, as bright as its emissivity lets it, and its glow lights what is round it. It is as bright as a flame that hot would be (Shading › Emission, Fire exposure, Physical brightness), as hot metal and lava are: in a shot with no fire, raise Fire exposure until it reads against the room's light (Red-hot steel quenched uses +3.5 in a dim workshop). Heat runs as fast as it really does, times Domain › Heat speed (as for wax, chocolate and metal): 4 unless set. Preset: Red-hot steel quenched (Ice and steam).

How they look#

Without footage, objects are drawn in CG in their materials (wood, stone, brick and so on), lit in the same light as the smoke: the key light with soft shadows, the sky (darker in corners and under things), the fire's own light with shadows, and the lights in the set. Glass and ice are clear: you see the fire and the set through them, bent, and the sky in them. Own colour draws one in a colour of its own. What fire does to a burnable object shows: it browns as it heats, blackens as it burns, with embers glowing in its char, then greys with ash and dies down to a dull red smoulder. The floor where it has burnt (Spreading fire, Ground) blackens the same way.

Behind them is the stage (Composite › No footage): a floor out to the horizon under a sky in the ambient light of Lighting (or the environment HDRI), or a flat background colour. Floor is what the floor is made of: studio grey, concrete, wooden boards, tiles, dirt, grass, sand or a 1 m checker for judging scale. The fire lights the floor and the objects around it, and smoke shades them. Presets keep the flat background they were made on; set Backdrop to Floor and sky to put them on the stage.

In your footage#

Look says how an object is drawn: CG, In the footage, or Automatic. Automatic is CG without footage, and with footage for things that fall or float (they cannot be in your footage). An object In the footage stands in for the real thing in the shot: it is not drawn, but it hides the fire behind it, and the CG objects behind it.

CG objects go over the footage lit by the shot's light, and their shadows darken the footage where they fall on the ground or on an object in the footage. The footage's depth pass and matte hide them behind the real things in the shot.

CG objects in the footage
A CG crate and ball (they fall, so they are CG) beside a fire in a shot: lit by the fire and the key light, with their shadows on the real ground.

Limits#

Under the hood, MuJoCo (Apache-2.0) integrates the bodies: their contacts, friction and stacking, with the time step their size needs. The gas, the water and the cloth see them as moving objects every substep. In each of their steps the cloth's vertices, as they were at the frame's start, hold them off with a stiff, damped contact (by their mass and their bounce), and the cloth takes what it gave them in the same frame, with their weight's worth of mass riding on it.

Something wrong or missing on this page? Edit it on GitHub.