When I press P the ball just falls straight down, but I want it to roll down the cone. What am I doing wrong?
.blend - http://www.zshare.net/download/3341450898f4db/
Hve you set the balls dynamics, it’s in the left, this is what makes it a physical object.
Yes, If I didn’t it wouldn’t move at all.
The center of the object is REALLY far away from where the object itself is.
Open up the object in edit mode, and press ‘n’ to open up the transform options, set it to local, and set median x,y, and z to 0.000. Then press TAB to exit edit mode, and reposition the ball back to where it was before.
Or press ‘Center New’ in the edit panel (F9).
Thanks, now the ball doesn’t fall straight down, but I’m having problems getting the ball to spiral down the cone. I’ll post the .blend if I can’t figure it out.
[edit] Nevermind I figured it out, but how can I turn my games physics into an animation?
Go to the ‘Game’ Menu and select ‘Record Game Physics to IPO’
Well I guess you learn something new every day. Thanks!
What do I do with the IPO?
Take a look here: http://wiki.blender.org/index.php/BSoD/Physical_Simulation/Rigid_Bodies#Effective_use_of_the_game_engine
There are a couple tutorials around (better than that one) that you can search for on google or the forums about using this feature.
Basically when you say save physics sim to IPO, it basically runs the simulation and then saves all the locations/rotations of the objects that have been set up. The loc/rot/other information is stored in IPOs for each object. You can then do something like alt-a or alt-shift-a and see your physics simulation from the recorded Ipos, which gives you considerably more flexibility for materials/rendering options that attempting to screen grab straight out of the game engine.
I guess, technically you do nothing with the IPO. Blender does all the work…
When recording game to ipo, you will perhaps have to retime the animation by scaling all the keys. And if there are some rotations bigger than 360 deg(typically a ball rolling), you’ll have to redraw the rot curves to make them “extended” and not “cyclic,” by the hand.
I’ll have to read more about that then. Thanks!