In this tutorial, you will learn about how to get started with using Physics in Blender!

Quick links: Introduction | InterfacePropertiesNavigation | ModelingShading | Texturing | Lighting | Sculpting | Animation | Particles | Physics | Rendering | Video Editing | Compositing

Working with physics in Blender is really quite easy. You will be able to make some cool physics simulations in Blender and best of all, you don’t really need to be that good at Physics (although it does help if you are, lol).

First, let’s take a look at how you would simulate physics in Blender.

With a cube selected, if you go to the last tab of the Properties window, you will see a Physics tab. This is where you go if you need to set up physics. Note that this isn’t the only way to create physics in Blender. You can do it via modifiers or if you via some plugins if you enable them. But by default, if you want to create a simulated bouncing of a ball or collisions, or cloth movement, you would go to the Physics tab.

The Physics tab!

The Physics tab!


Simple as that! As you can see from the different options in the tab above, you can create all sorts of cool physics. But it might be overkill if I go through each of them in this post and it might be a little too much to take in if you’re just starting out. So let’s take it easy and start off with a really simple example: A colliding ball.

The Colliding ball

To make our colliding ball simulation, we’re going to be using the Rigid body tools in the Physics panel.

1) Start off by first deleting everything and adding a plane (Make sure the cursor is in the centre, if not just do Shift+S -> Cursor to Center). Scale it to be big enough.

2) Go to the Physics tab and click “Rigid Body”. Then, set the type to “Passive”. This will make it a collision object and won’t move when played back.

3) Add a Suzanne monkey (Shift+A -> Mesh -> Monkey) and also set a Rigid body with type “Passive”. Move the monkey up a bit (G -> Z -> 1).

A "Passive" plane and monkey

A “Passive” plane and monkey


4) Now add a sphere, which will act as our ball. Move it up past the monkey (G -> Z -> 5).

5) Give it a Rigid body but keep the type as “Active”. This will allow the ball to move according to the simulation.

An "Active" ball

An “Active” ball


6) Playback your animation (Alt+A) and observe your colliding ball.

7) Pretty cool! Add more “Passive” objects here and there and see your ball react to it. You could add more “Active” objects as well and see how they react.

That’s pretty much a part of how the Blender physics system works! There’s more you can do with Blender physics however, but is too much to cover in one post!

Check out these posts which show you how to do a bit more in Blender physics (I’ll update these often):

That’s all! Just keep playing around with the Blender physics system and very soon you will be comfortable making your own epic simulations.

Quick links: Introduction | InterfacePropertiesNavigation | ModelingShading | Texturing | Lighting | Sculpting | Animation | Particles | Physics | Rendering | Video Editing | Compositing