I always just assumed Blender had the capability of very basic physics. But now I am in need of an animation in which a brick wall collapses. I have all my bricks in place, but I cannot find anywhere how I might use a physics system to smash a hole in the wall I’ve built so it might collapse. Is Blender even capable of doing this?
You’ll have to learn the GameEngine and the Physics settings are in Actor. You can then record what happens there in the RenderEngine by going to the top header, Game >> Record Physics to IPO.
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press F4 to go to the game engine buttons. enable ‘actor’, ‘dynamic’ and ‘rigid body’ for all your bricks. then you need an object that will smash the hole, a sphere should work. just set it with an ‘always’ sensor, hook that up to an ‘and’ controller, then hook that up to a ‘motion’ actuator. in the ‘dLoc’ field, they are X, Y and Z respectively, so set it with a positive or negative value for the axis you need. then run the game engine in textured view (ALT+Z) by pressing the ‘P’ key. tweak from there:D
I also want to record game Engine Physics in IPO. I tried in vehicle demo, but it records only
for CUBE i.e. the body of the Vehicle, but I want to record the IPO for wheel rotation. I tried, but I could not. Can you please help?
OK, so I have the game engine working with some physics. It’s kinda odd. The bricks all burst out in the -y direction without anything to apply that force.
But how I to I get a render of this animation?
And is there any reason in particular Blender has complex fluid and softbody physics support, but nothing outside the game engine for really basic physics?
I’m out of my depth here as I know little about the Ge but since noone else is answering here goes
kkrawal, try it with all objects selected, body and wheels.
Kormiic, you set the physics up in the GE so it does what you want then goto Game >> Record Physics to IPO. Press P and hit whatever Sensor you used to start play. When it’s done playing in the GE hit Esc and goto the IPO window and each object should now have IPO’s. Now you can Render that in the RenderEngine.
And is there any reason in particular Blender has complex fluid and softbody physics support, but nothing outside the game engine for really basic physics?
he he… the GE is part of Blender, so, technically speaking, it does. The history of why it’s not in the Render side is too long to get into here but you can search ‘Blender Ketji Kanji Bullet Sumo ODE’ if you’re really interested.
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I think your settings are wrong:
- for each brick, press actor, dynamic, and make the radius fit INSIDE youre bricks, then make it a box bound.
- now press [p] if your wall stays upright, you’ve done everything correct.
- click on record physics to IPO in the game tab on the top of your screen
The bricks wont fly away anymore.
here is a example of what i’ve made:
if you want, i can post the .blend file…
The GE isn’t that simple, if you now how to use it correctly, you can do some pretty amazing things with it.