Here’s a small tutorial on how to use Bullet physics in a normal animation.
From the default Blender scene
Add a plane
Move it below the cube
Scale the plane up to be a large floor
Get back to object mode and select the cube
Go to the logic panel (F4)
Click Actor, Dynamic, then Rigid Body
Click Bounds (you can leave it the Bounds set as “Box” for this example)
Go to the World Buttons in the Shading panel (F8)
Under the “Mist / Stars / Physics” tab, click the drop down menu that says Sumo
Change it to Bullet
Press P to start the game engine. The cube should fall to the floor.
Press Esc to stop the game engine.
You can rotate the cube to make it bounce around more before it comes to rest
At the top of the Blender window, click Game -> Record Game Physics to IPO
Start the game engine again with P
When the motion stops, press Esc to exit the game engine
Open up an IPO Curve Editor window, and see that the IPO curves have been added.
With the mouse in the 3D window, press Alt-A to run the animation.
You can now render out the animation.
Some information was posted on this in the “New feature test” thread. It started here and went on to the next page: