Physics turn OFF during animation? (BLENDFILE)

Hi!
When I play the animation of an object it seemes like the physics of that object is suspended/turned off or acts weird.
The object is stuck in the air and is not affected by any kind of gravity whatsoever.
Is there any kind of solution to this?

Here is an example:

animationphysics.blend (468 KB)

(press space to play the animation)

Thanks!

ahh, don’t use a animation for jump, use physics (apply force or linV)

When you play an animation you explicitly tell the object to do that rather than following the forces of the physics. That is normal.

Either you let the physics control you object or the animation. But both is pretty difficult.

Oh I see, but is it possible? Do you know how?

Yes I know. I am using it for a combatsystem where the player moves forward in an attack.

you can move forward with forces, (I usually keep my root static, and animate the actor in place)

All physics hitBox movement I do with physics or DLoc (change position)

you can set a animation to ‘Add’ and then also cancel gravity

trigger------and-------set property true

prop true-------and-----play animation
_____________------apply force 9.8* mass on world Z axis

edit: just tested does not work as expected - (I don’t really get what ‘Force’ is supposed to do)
(would be neat if it was like a servo motion control that attempted to follow the keyframes positions with a max force application…)

edit: this is what I would do
(use a value and set LinV based on value)

Attachments

animationphysics (Attack).blend (482 KB)

Thank you for the help!

I am using an object that the armature is parented to wich controls the movement of the action.
It is very useful to use forces, but I need a more advanced movement were it is slower in the beginning and faster at the end. Maybe even 3 different precise speeds in one movement to sync with the armature.
This is hard to make with “logic-motions” and thats why I made the decision to use animations for a more precise movement.