Bullet Physics in animation

can you do it? if it is possible…How?

In the top Header, Game >> Record Physics to IPO.

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Hah, very cool, that was also a question I wanted to pose… thanks, guys!

Hi !
I have done some trials using the Bullet physics for simulating cars accidents.
The best way seems to use very low polygon objects for the physics simulation, matching the external shape of the real detailed objects.
You can tweak the animation by deforming some parts of the low poly objects to get the right behaviour you need.
For example, in cars accidents, you can choose which car will pass over the other one by modelling a sort of “springboard” on the front of one of the cars mesh. This Springboard will not be visible in the final rendering.
Obviously, you will have to set your objects Bound to Convex Hull Polytope. This setting gives slower computaion but is very accurate.
Parent the High definition objects to their low poly double,and put the high poly models on a separated hidden layer.
When the simulation is recorded Into Ipo curves, then switch the layers. This way, you can preview and render in high quality.
Philippe.