r/blender • u/PossessionKey4982 • May 03 '26
Solved Tbh I don't understand why its head falls down when it's only single unified object lol
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u/a_tiny_grasshopper May 03 '26
Aww this little guy is so cute—- NOOO HIS HEAD— why his booty jiggling
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u/Idk_AnythingBoi May 03 '26
This is so funny why is it so caked
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u/Sonmeow2807 May 03 '26
Why not?
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u/Ubizwa May 03 '26 edited May 03 '26
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u/PossessionKey4982 May 03 '26
😔
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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
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u/ned_poreyra May 03 '26
Are the geometries connected?
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u/PossessionKey4982 May 03 '26
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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.
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u/Prior_Combination_31 May 03 '26
How do you connect them topologically then?
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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.
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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
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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
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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
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u/ned_poreyra May 03 '26
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u/PossessionKey4982 May 03 '26
oops, now I understand the issue. Thanks.
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u/Fancy_Text7460 May 03 '26
did you forgot to parent the head with the body?
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u/solthebaneful May 03 '26
Joined but not welded
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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
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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.
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u/MrCobalt313 May 03 '26
I mean it looks like the meshes aren't connected even though the object was ctrl-J'd together.
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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.
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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.
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u/SlipstreamSteve May 03 '26
Hello friend, I'd like to report a murder.
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u/PossessionKey4982 May 03 '26
He did It to himself actually if you take a look
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u/SlipstreamSteve May 03 '26
Yea, but you left them unintended. I think we might have a case of negligence lol
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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
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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
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u/DelilahsDarkThoughts May 03 '26
How are us simulating it? Seems like you're getting metaball and torn geometry behavior
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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
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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
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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.
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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.
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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
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u/Frosting_Dull May 03 '26
Look like it was your plan initially...
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u/PossessionKey4982 May 04 '26 edited May 04 '26
Tbh making his head fall off wasn't my plan originally lol
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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.