I’m new to rigid bodies in Blender, and have a very simple question. I made a brick wall, and now I want a ball to shoot through it, wrecking it. I don’t want to let the physics engine animate the ball, I want to do it with keyframes. So I did, I made 2 keyframes. But when I hit “P” and preview the physics, the ball doesn’t move. In 3dsMax, you have to make the object untouched by the physics, other than making it a collision object. I’m sure there’s something similar in blender. Anyone know how to set this?
You need to make the ball play your ipo animation.
-Select your animated ball, and open the logic brick editor.
-Create an always sensor, an and controller and an ipo actuator (F-Curve actuator in 2.5x).
-Connect your 3 logic bricks from left to right, by click and dragging from the small (output) dot on the left to the larger (input) dot on the right.
-Make sure your ipo actuator is playing the correct frames
-Set the start and end frames to encompase your ipo animation.
*I believe animations play at 30 frames per second
*Sensors and Actuators can only be connected to Controllers, a Sensor cannot be directly connected to an Actuator
However, it passes through the cubes without colliding. I have the cubes all set as rigid bodies, and they all settle as they should when I start the anim. I tried making the sphere a collision object, but doesn’t seem to work. Do I have to add move of these logic nodes?
Does anyone know how to make an animated object interact with the dynamic objects?
Like, a bowling ball and pins. If the bowling ball was keyframe animated, and the pins were set up as dynamic, how do I get the ball to interact with the pins?
Also make sure that the ball isn’t moving too fast. Animation basically teleports the object per-frame, so Bullet might not register collisions with it correctly.