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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Doc%3A2.6%2FManual%2FPhysics%2FUsing_GE</id>
	<title>Doc:2.6/Manual/Physics/Using GE - 版の履歴</title>
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	<updated>2026-06-07T07:14:39Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Physics/Using_GE&amp;diff=106265&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Physics/Using_GE&amp;diff=106265&amp;oldid=prev"/>
		<updated>2018-06-28T19:45:18Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:45時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Physics/Using_GE&amp;diff=106264&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones: moved Doc:2.5/Manual/Physics/Using GE to Doc:2.6/Manual/Physics/Using GE</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Physics/Using_GE&amp;diff=106264&amp;oldid=prev"/>
		<updated>2011-12-15T02:12:40Z</updated>

		<summary type="html">&lt;p&gt;moved &lt;a href=&quot;/Doc:2.5/Manual/Physics/Using_GE&quot; class=&quot;mw-redirect&quot; title=&quot;Doc:2.5/Manual/Physics/Using GE&quot;&gt;Doc:2.5/Manual/Physics/Using GE&lt;/a&gt; to &lt;a href=&quot;/Doc:2.6/Manual/Physics/Using_GE&quot; title=&quot;Doc:2.6/Manual/Physics/Using GE&quot;&gt;Doc:2.6/Manual/Physics/Using GE&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header|2.5|Doc:2.5/Manual/Animation/Layer Animation|Doc:2.5/Manual/Animation/Character}}&lt;br /&gt;
&lt;br /&gt;
=Converting Game Engine Physics=&lt;br /&gt;
&lt;br /&gt;
Sometimes, you may want to animate a wall being broken down by an object, or a bunch of objects collapsing, falling, or bouncing with accurate physics. You could manually insert keyframes and do trial and error adjusting with F-Curves to simulate physics and acceleration, or, you can do it much easier and automatically by taking advantage of Blender Game Engine Physics. Blender now has a feature which allows you to record animation in a blender game and turn it into Blender Animation Keyframes. &lt;br /&gt;
&lt;br /&gt;
Animation can be recorded by going Game&amp;gt;Record Animation. The animation can them to recorded with {{Shortcut|Alt}}+{{Shortcut|A}}&lt;br /&gt;
&lt;br /&gt;
[[File:blocks.png|thumb|640px|Some Blocks about to fall]]&lt;br /&gt;
&lt;br /&gt;
[[File:blocks2.png|thumb|640px|A Pile]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you just want a static pile of stuff, you can move to the last frame, and delete all the keyframes quickly by turning them into NLAs and deleting.&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:2.5/Manual/Animation/Layer Animation|Doc:2.5/Manual/Animation/Character}}&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones</name></author>
		
	</entry>
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