Doc:2.6/Manual/Physics/Using GE

提供: wiki
< Doc:2.6‎ | Manual‎ | Physics
2018年6月29日 (金) 04:45時点におけるYamyam (トーク | 投稿記録)による版 (1版 をインポートしました)
(差分) ← 古い版 | 最新版 (差分) | 新しい版 → (差分)
移動先: 案内検索

Converting Game Engine Physics

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.

Animation can be recorded by going Game>Record Animation. The animation can them to recorded with Alt+A

Some Blocks about to fall
A Pile


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.