I’m trying to figure out a way to set up a rigid body simulation to drive a “hit counter” of sorts for an animation, not a game. I’ve included the blend file and a diagram of what I’m trying to achieve.
The idea is that the empty at (1) controls the rotation of a (beam) at (2) which is simply a single edge consisting of two vertices. When it is rotated it moves the single vertex (HIT) at (3) until it makes contact with the (target) at (4). Once (HIT) makes contact with the (target) the idea is that when the vertex and whatever it’s child is make contact with the faces of the (target), they would be pushed along it (and (beam)'s) local z axis.
I was thinking that setting this up as a rigid body simulation using a slide constraint would work, but so far that isn’t happening. I’ve tried a number of different constraints and modifiers but nothing is getting me the result I’m after. Maybe this isn’t possible in blender, but I thought it was worth a shot asking you guys if anyone knows a method that would work or can puzzle one out.
Blend file below (I hope!) with no constraints or modifiers, just the objects and empties parented the way I’d like.
hitXp.blend (590.7 KB)