Join Thanassis Pozantzis for an in-depth discussion in this video Making objects fall with gravity, part of Dynamics in CINEMA 4D.
There is one main force present by default in Cinema 4D's dynamic system, and that is global gravity. Gravity always pulls the object towards the minus Y axis, downward, so to speak. Let's see this one more time. I'll create a sphere, right click, go to the Simulation tags sub-menu and add a rigid body. I will lift my sphere just above the horizon. Add a floor. Right-click. Simulation.
Rigid body. Change the display, just for clarity, and press Play. You will see that sphere goes downwards. In order to access this global gravity setting, we have to go to the Edit menu, and bring up the Project Settings. In the Project Settings, the Dynamics tab, General sub-tab, and down here you can see it says Gravity. Currently, and by default, it's set to 1,000 centimeters. That is nothing more than rounding up of 981 centimeters by second squared which is the gravity acceleration of the earth at the equator.
The good thing is that we can change this. So, let me get rid of the floor, so we can see that sphere falling for a bit more. I would change my camera view. And I will press Play. So, this is the current acceleration because of the global gravity force. If I go to my Project Settings > Dynamics > General > Gravity, if I change this to 25 and press Play, you will see that the sphere accelerates, but a much slower rate. So it's basically, it's accelerating by 25 centimeters by seconds squared.
The other thing we can actually do is put a negative number here. If I put minus 1,000. Which is exactly the opposite of plus 1000. If I turn around and face the sphere from the bottom up, and press Play, you will see that the sphere is falling upwards. This way we can simulate effects like buoyancy, bubbles going up in the water and so forth.
This course was created by Thanassis Pozantzis. We're honored to host this training in our library.
- Making objects fall with gravity
- Creating dynamic hierarchies
- Controlling the collision shape
- Adjusting properties like Bounce and Density
- Adding keyframed elements to a simulation
- Adjusting the dynamic simulation