I have an object that I want to drop onto a surface, then continue with a different animation (showing it rotating onto an edge, etc). I have the rigid body simulation set up, but I can’t figure out how to use the result in any of the animations after that?
When I try to keyframe the result, it seems to show the original position, before the simulation. If I click the “Animated” checkbox, it resets to a weird state where it’s not reacting at all to the other rigid bodies. Is there a way to just have the collision happen, then use whatever the result is as a position for starting the next animation?
I tried this, and it gets the “pause result” part that you can then work with, but it removes the preceding collision animation. I’m trying to have the collision animation happen on the recording, then continue with more animations?
Welcome to BA
You can animate the value of the Animated checkbox with I, or by right clicking and choosing Insert Keyframe. Toggling this on and off may help
Putting a keyframe on the Animated checkbox gets it to pause in the general area that it’s supposed to be, but it doesn’t seem to preserve the rotation that happened as a result of the collision?
Keyframe locrot before doing anything with the animated checkbox, you might have to use visual locrot but either way press I in the Viewport, this will keyframe the rotation to how you want it
This one also doesn’t seem to capture the rotation correctly; I’m not sure why. It kept flattening the active object out to a 0 degree angle like it hadn’t experienced a collision.
I did find a solution though! Baking the rigid body physics & then animating after the last baked keyframe works fine. Thanks everyone for bouncing ideas!