Manual/PartX/Hard Bodies
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With Blender 2.40 you can bake game engine hard body dynamics into animation IPO curves.
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setting up world physics 设置全局物理
First set up the world physics 第一次设置
Go to Material Button [1] then the World Button [2]
Change the engine from Sumo to Bullet [3]
[1]到Material Button
[2]然后到World Button
[3]然后将引擎Sumo改为Bullet
clearing rotation and applying size 清除旋转和应用大小
For each object that will be involved in the simulation, we need to first 'clear rotation' ALT-RKEY and then Apply Scale and Rotation (CTRL-AKEY in ObjectMode); otherwise the collision will be detected incorrectly, giving you odd results (ie your objects could react like an explosion occurred just by sitting on a plane, etc). (You can reapply your rotation afterwards by hand.) This work around is necessitated by a bug that was discovered after release was finalized.
对于每个将会参与模拟的物体都有影响, 我们需要首先 '清除旋转' Alt-RKEY 然后提应用缩放和旋转;(CTRL-AKEY 在 Object模式)否则冲撞将会不正确被发现, 给予你单数的结果。 (ie 您的物体能够起作用,象在一个 plane 上发生爆炸反应, 等等)(然后你能再手动旋转它.)这过程是必须的,否则会出现bug。
setting up your scene 设置你的场景
Now set up your scene. In our case we will place a line of dominoes on a plane.
现在设置你的场景。在我们的例子,我们将会放一排多米诺在一个 plane 上。
Create a plane (Add->Mesh->Plane) and some dominoes (Add->Mesh->Cube) arranged as shown.
创建一个plane(Add->Mesh->Plane)和一些多米诺(Add->Mesh->Cube)
setting up collision objects 设置碰撞目标
Next select one of the objects that will collide - in our case the first of the dominoes in the line. Tilt it toward the second (rotate) - we'll start it tipping over and let Blender do the rest. Now for each of the objects (in this case, the dominoes) that will collide
接着选择将会碰撞的物体之一 - 在我们的例子在行中的第一个多米诺牌。使它倾斜(旋转)地对着第二个多米诺牌-我们将会启动它在和让Blender 进行计算。
现在每一个物体都会进行碰撞(在这个例子里是多米诺牌)
Go to the logic button and click on Actor
到logic button 点击Actor
Click Dynamic
点击Dynamic
Click RigidBody
点击RigidBody
Click Bounds
点击Bounds
Change the Bounds type to Convex Polytope (other types can be done but are more complex to setup)
改变Bounds type 为Convex Polytope (其他类型也行但是更复杂)
Do this for each object that will be involved in the collisions. The plane (ground) in this case should not have its Logic actor & bounds set. Although it does interact with the other objects (in this case, supporting the dominoes), if we set it as a dynamic it too would fall away by gravity. So, it will be a static actor.
这么做为了参与冲撞的每个物体。 plane(地面) 在这个例子没有它的Logic actor & bounds设置。 虽然它与其他物体 (在这情况, 支持骨牌游戏) 互动, 如果我们设置它是动态的那它会由于重力而下落。 因此, 它将会是一个静态的actor。
Also do not forget that physics objects have to have a material, or they will bounce around wildly because they need the damping values etc. which are not set on objects without materials.
也不忘记那一个物理学物体必须有一个材料,或他们将会到处胡乱反弹,因为他们需要阻尼值设置等等 没有材料的物体的不会产生反应。
animation preview 动画预览
Press PKEY to see a preview of the game animation
按PKEY 去预览游戏动画.
Press ESCKEY when done
按ESCKEY 会停止.
get ready to bake 准备烘焙
Go to the Render button settings.
到Render button 进行设置.
Select the Keyframe start and end range you want the animation you record to start and end on.
选择你想记录的关键帧的开始和结束的范围.
record the IPO 记录IPO
Select Game>Record IPO
选择Game>Record IPO
press the PKEY
按PKEY
press ESCKEY when done
按ESCKEY推出.
scrub through the animation 整理做完的动画
now you can scrub forward and backwards through your animation with the arrow keys, and look at the animation curves in ipo window by selecting an object.
你可以向前和向后观看动画,和选择一个物体在ipo window里察看动画曲线.
replace the animation 取代动画
If you change something and press the PKEY the old animation will be recorded over if you have record IPO still enabled.
激活record IPO ,做一些改变,按PKEY,旧的动画会被新的动画取代
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