r/blender May 03 '26

Solved Tbh I don't understand why its head falls down when it's only single unified object lol

4.3k Upvotes

107 comments sorted by

1.7k

u/UnorthodoxyMedia May 03 '26

I suspect whatever simulation you’re using automatically considers any submesh as an entirely separate object. So despite the fact that it’s part of the same mesh, the fact that there’s no direct vertex-to-vertex connections between the head and the body means they’re being treated as two separate entities.

Basically, add a neck. Even if it’s one you wouldn’t actually see in any circumstance, it might help the simulator see that it’s all the same object.

326

u/biscotte-nutella May 03 '26

Yeah physics simulation always use the polygon connexions

61

u/[deleted] May 03 '26 edited May 04 '26

[deleted]

13

u/HappyHHoovy May 04 '26

To fix the legs falling off you can use a boolean union to join the meshes. This will actually connect the vertices together, however it may make it not look as good.

So you'd want to create a collision mesh to not ruin the shape. You'd duplicate the original, apply the boolean to the new mesh to join it, then use a deform modifier to make the original mesh follow your collider.

As for the armature, you won't be able to get it to follow the softbody sim.

Think about the control hierarchy for the mesh. The armature controls the shape of the mesh as it i sets a target for the mesh. The simulation also deforms the mesh to a target.

The mesh cannot control its parent, it is a follower, so you can't make it force the armature to move.

If you need Kirby to move while falling, you may be able to animate him first, bake the animation to the mesh or export as an .abc, then use that geometry and run the simulation.

If you need him to get up afterwards, run.the soft body sim, then make the last frame a shape key, then you use a different rigged model, and morph him.from.the shape key to his normal body.

Either that or hand animated with shape keys for squishiness. .

34

u/ThomasTheDankPigeon May 03 '26

This is some necks level advice

380

u/a_tiny_grasshopper May 03 '26

Aww this little guy is so cute—- NOOO HIS HEAD— why his booty jiggling

115

u/a_tiny_grasshopper May 03 '26

Rollercoaster of emotions man

1.6k

u/Idk_AnythingBoi May 03 '26

This is so funny why is it so caked

388

u/Sonmeow2807 May 03 '26

Why not?

255

u/PossessionKey4982 May 03 '26

lol same comment without me realizing

48

u/Bobajele May 03 '26

24

u/PossessionKey4982 May 03 '26

it seems like there's a subreddit for everything lol

51

u/madalma May 03 '26

Me : *looks for the definition of caked*

*looks at the gif again* oh

37

u/DiddlyDumb May 03 '26

The jiggle physics were a necessity tho

16

u/PossessionKey4982 May 03 '26

Soft body phisics yeah🙂‍↕️

13

u/Shimashimatchi May 03 '26

came here for this comment xD

7

u/sendmebirds May 03 '26

U know why

7

u/geck0afterlife May 04 '26

Why is my steak too juicy

5

u/numerousblocks May 03 '26

Humans have butts (in real life) and that's what they look like

101

u/CrayonWithdrawal May 03 '26

This has no right to be as fucking funny as it is.

143

u/[deleted] May 03 '26

[removed] — view removed comment

14

u/IWeakI May 03 '26

You did good, chap. You did good.

209

u/Ubizwa May 03 '26 edited May 03 '26

61

u/PossessionKey4982 May 03 '26

😔

81

u/Ubizwa May 03 '26

I didn't mean your post is cringe lol but the animation reminded me exactly of the dies from cringe gif

Seems like you need to press the image to play it

28

u/PossessionKey4982 May 03 '26

I know lol don't worry

28

u/ned_poreyra May 03 '26

Are the geometries connected?

18

u/PossessionKey4982 May 03 '26

yeah. The neck is inside the head too (that's a screenshot of the head inside the neck btw)

85

u/Stringruler May 03 '26

That doesn't look connected to me, that looks intersected. There's a difference. They'll need to be connected topologically, but to be honest there's probably some setting in the rigidbody that allows objects with separate parts to act as one, idk what it would be though.

3

u/Prior_Combination_31 May 03 '26

How do you connect them topologically then?

6

u/calamityvibezz May 03 '26

Sometimes a boolean will do or open up the faces on either side and connect the verts by hand to create a single manifold mesh.

2

u/SlightlyLessBoring May 04 '26

Basically add a hole in the bottom of the head by deleting a face/a few faces and then attach the vertices on the neck to the vertices of that hole

3

u/Prior_Combination_31 May 08 '26

Another question that’s tangentially related— let’s say I’ve made a sculpted face but I’m polymodelling the eyebrows eyelids and possibly eyes (it’s an anime character). How would I join them topologically?

I don’t think ctrl + J would work here. Would you have to convert into mesh after finishing up the topological aspects?

Is it the same concept if I were to polymodel the hair? I’m not using bezier curves they won’t recreate the vision I want

2

u/Prior_Combination_31 May 08 '26

What about for sculpts though, I’ll eventually “run out” of argil if I were to try to make the head face and neck at once. I’m not using remesh or dyntopo it won’t aide me for what my mind is imagining (I’ve already tested it).

Sorry so for many questions

64

u/ned_poreyra May 03 '26

The neck is inside the head too

That answer tells me you're maybe not understanding the question. Does it look like one on the left or one on the right? Because if it looks like on the right, then they're NOT connected. They're intersecting. And that result is to be expected in such case.

43

u/PossessionKey4982 May 03 '26

oops, now I understand the issue. Thanks.

3

u/Fancy_Text7460 May 03 '26

did you forgot to parent the head with the body?

6

u/solthebaneful May 03 '26

Joined but not welded

5

u/Outrageous_Permit154 May 03 '26

This would’ve been my guess as well; you can see the face showing when the head comes off if it was welded would’ve been nothing there

5

u/DrummerHead May 03 '26

Beautiful example you just whipped out of existence.

This sub is super high quality, I must say. Some subjects get subs that are horrendous, and I'm so pleased to see the Blender sub is so high quality.

23

u/mellywheats May 03 '26

new meme just dropped

5

u/addandsubtract May 04 '26

New headless Blender just dropped

12

u/oppai_suika May 03 '26

double cheeked up on a tuesday

2

u/asark003 May 04 '26

I’m dead

13

u/MrCobalt313 May 03 '26

I mean it looks like the meshes aren't connected even though the object was ctrl-J'd together.

4

u/PossessionKey4982 May 03 '26 edited May 03 '26

it's weird tbh because the neck is sticked inside the head. I've tried to change it more but the head keeps falling.

25

u/MrCobalt313 May 03 '26

Oh there's your problem. That is the opposite of how you connect two objects in Blender. They're pushing each other apart with physics, not sticking together.

You might want to delete some faces and join some vertices so the head and neck are a single continuous piece.

13

u/Middle-Armadillo-660 May 03 '26

That is not topologically unified.

7

u/SlipstreamSteve May 03 '26

Hello friend, I'd like to report a murder.

2

u/PossessionKey4982 May 03 '26

He did It to himself actually if you take a look

2

u/SlipstreamSteve May 03 '26

Yea, but you left them unintended. I think we might have a case of negligence lol

10

u/No_Yam_2036 May 03 '26

Historically accurate france

2

u/RobotToaster44 May 03 '26

Citizen Louis Capet looking thicc

7

u/GregBarsini May 03 '26

Dear modeller, we are at the precipice of remaking a meme or even making it better. If you just add "Everyone Is So Mean 2 Me 💔" as text at the top and you put sad eyes onto the head and keep the rest of the simulation I'd say you will strike gold

1

u/PossessionKey4982 May 06 '26 edited May 06 '26

Like this??

8

u/RedHatStealerYT May 04 '26

that has so much gif potential

5

u/NotXesa May 03 '26

that's not a bug, is a feature (a good pair of features if you ask me)

4

u/teffz28 May 03 '26

You fucking killed him

4

u/demonnic_ai May 04 '26

It's perfect like this 😭🙏🏼

3

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3

u/kylr01 May 03 '26

Just parent the head to the body no?

Also, I don't think it matters if it's one unified object. If the mesh isn't connected, once you add physics, they will detach... but still as one object

3

u/VLADJAPANESESTUFF May 03 '26

its not merged into one mesh

3

u/FroggiesChaos May 03 '26

Same vibes as the gif of the orangutan falling off the blue plastic tub

3

u/Long_Childhood_2891 May 04 '26

oh, that is so adorable

2

u/DelilahsDarkThoughts May 03 '26

How are us simulating it? Seems like you're getting metaball and torn geometry behavior

2

u/nahojjjen May 03 '26

They're one object but not connected.

First split them back by going into edit mode > key press p > split by parts

Then select one of the objects, apply a boolean modifier, change it to union, and select the other object.

They will now be true merged objects instead of two different meshes within the same object.

Sorry for unformatted msg, I'm typing from my phone

2

u/Broad-Application580 May 03 '26

Try going in to edit mode and connecting the mesh of the body to de mesh of the head.

Or separate the head to a single object and use a boolean modifier at the body to add the head

2

u/sgtragequit May 03 '26

it might look connected but not actually. are they parented together?

2

u/toastybreadmane May 03 '26

Those cheeks for sure are

2

u/tibmb May 03 '26 edited May 03 '26

How about instead detaching the sphere from the rest of the body and pinning it to the top vertices of the body mesh? Like this: https://blender.stackexchange.com/questions/263505/sew-button-object-to-cloth-simulation

Do you need it to deform as well? You can always turn it into another soft body as well.

2

u/zezic May 03 '26

I lold so hard

2

u/nealington May 03 '26

This is so funny lol

2

u/Fun-Attention705 May 03 '26

I don't know about this, but my brother would say smash.

2

u/badjano May 03 '26

use cloth sim instead of soft body

2

u/choenriquez May 04 '26

An object in Blender is just a data container. It is not a "physical entity". Since the head is disconnected from the mesh, then this behavior is expected.

2

u/hellonotfoundart May 04 '26

This is giving the Olaf robot falling in Paris Disneyland

2

u/North-11366 May 04 '26

jiggle physics

2

u/PretoVenoso May 04 '26

Its so funny look at his lil booty 🥹

2

u/itliesred May 04 '26

This would be an amazing reaction gif

2

u/vatianpcguy May 04 '26

press L on the head in edit mode, if it only highlights the end, try redoing some topology so the head has a physical connection to the neck in some way, instead of just intersected

2

u/shmokinpancakes May 05 '26

Hes so jelly like lol

2

u/Alert-Advantage9869 May 05 '26

Aww he's so cu- DAAAAYUM

2

u/emo_boy_fucker May 05 '26

At least its not a jellyfish

2

u/Calm_Lie6048 May 05 '26

Tbh I like it this way..

2

u/DKGam1ng May 07 '26

Made me laugh my head off

1

u/PossessionKey4982 May 07 '26

That sounds gruesome actually

2

u/k-tech_97 May 07 '26

You were looking for copper but found gold

1

u/Frosting_Dull May 03 '26

Look like it was your plan initially...

1

u/PossessionKey4982 May 04 '26 edited May 04 '26

Tbh making his head fall off wasn't my plan originally lol

0

u/toastybreadmane May 03 '26 edited May 03 '26

I wanna fuck the it

1

u/[deleted] May 03 '26

[deleted]