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Working with game engine physics

From: Blender Essential Training

Video: Working with game engine physics

When we get into animation we want realistic animation. A lot of times if there's a scene involving many different objects that are colliding and banging into one another, you simply just can't keyframe them by hand, and so we have this computer here, so why don't we use it to simulate what happens in the real world when things bounce off one another, fall on the ground and do all those new things. So, Blender has what's called the Game Engine and it's accessed here. First we need a world to operate in, and something for things to hit.

Working with game engine physics

When we get into animation we want realistic animation. A lot of times if there's a scene involving many different objects that are colliding and banging into one another, you simply just can't keyframe them by hand, and so we have this computer here, so why don't we use it to simulate what happens in the real world when things bounce off one another, fall on the ground and do all those new things. So, Blender has what's called the Game Engine and it's accessed here. First we need a world to operate in, and something for things to hit.

So select this ground plane and now, I'm just going to go ahead into View > Properties and turn off the Grid Floor. It's kind of distracting. So here we have this Floor. It's an object called Floor appropriately, and what we want to do is make this an Actor in the Game Engine. The Game Engine is invoked first of all by pressing P with your mouse cursor in the 3-D view. When that happens the Blender kicks in the high gear and provides you with an interactive simulation of whatever it is you setup to do, in this case we haven't setup anything so everything is kind of hanging out there.

So you press Escape to stop the Game Engine. So P to start and Escape to stop. So, what we've done is we've told the Game Engine that this is going to be an Actors in our simulation and then we can select this cube here and say okay, it's not going to be Static but it's going to be a Dynamic, Rigid Body. So this is going to be like a crate. And when we do that, whole bunch of other options become available now to where like we can set the Mass of the object in kilograms. So let's say it's a 5.00 kilogram object.

It has a Radius of 1.00. It's a unit cube. You can see here its dimensions, 2.000 on each side, so it's a one unit cube. And this sets up the envelope for what Blender is going to use to detect when this box has actually hit something. And when it hits something, it can have some inertia to it so, we can Damp in the location and Rotation of it. So, now when we come up here and we press P, Blender simulates the box flumping down to the ground, until it hits that ground plane.

Press Escape so now we can do the same thing for the other box and get some interaction going on here. So, let's enter 10.00 for the Mass, and let's have the dampening it a little bit, so that it acts like a little bit so that it acts like a really heavy dense object. So now when we press P after selecting Bounds. Now we have one box falls and then the other box falls and the other one rolls and knocks it over and rolls off. And we don't have any dampening set on that so it's just going to keep rolling. So, that's how we'd setup this simulation, now what we can do that is really cool! We can tell Blender to record the Game Physics to an IPO and what happens if we do this after we run the simulation which we just ran, we now have an IPO for that cube.

So, if we switch over here to the IPO window, you can see that Blender has created for as long as I was running that simulation which was 1000 frames. This IPO which now even if we just take this completely off of this box and apply it to Captain Knowledge, he would be falling to the ground and he would follow this very same path. So that's a quick way to use the Game Engine, to record a physically accurate IPO curve that you can use in your animation either for the object that your animating directly or you can even swap out and save this as a falling-roll kind of animation.

And now you have this IPO that you can then apply to any other object in your Blender scene.

Show transcript

This video is part of

Image for Blender Essential Training
Blender Essential Training

131 video lessons · 24632 viewers

Roger Wickes
Author

 
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  1. 12m 5s
    1. Welcome
      1m 16s
    2. Using the exercise files
      58s
    3. Using Blender's full capabilities
      4m 16s
    4. Getting and installing Blender
      3m 8s
    5. Mouse and keyboard differences on the Mac
      2m 27s
  2. 1h 6m
    1. Blender oddities
      7m 38s
    2. Introducing the User Interface, Console, and Render windows
      3m 8s
    3. Configuring the desktop for an efficient workflow
      6m 27s
    4. Using the mouse and tablet on a PC or a Mac
      5m 7s
    5. Acquiring keyboard skills
      7m 38s
    6. Window panes and types
      7m 53s
    7. Exploring the default scene
      5m 53s
    8. Setting themes, UI colors, and user preferences
      4m 0s
    9. Understanding how to safeguard your data with autosave and backups
      6m 52s
    10. Appending and linking assets
      7m 27s
    11. Using the open-source movies and assets
      4m 18s
  3. 2h 7m
    1. Working with objects in 3D space
      6m 24s
    2. Navigating 3D views
      4m 23s
    3. Understanding Blender modes
      1m 51s
    4. Understanding meshes
      2m 8s
    5. Editing a mesh
      3m 28s
    6. Using the Mirror modifier
      2m 55s
    7. Working with Vertex groups
      2m 35s
    8. Using Bézier curves
      3m 52s
    9. Working with text objects
      5m 23s
    10. Using reference images
      3m 38s
    11. Modeling boots by extruding circles and joining meshes
      8m 59s
    12. Applying the Mirror modifier to duplicate the boot and rotate
      1m 58s
    13. Modeling a helmet with NURBS and the Boolean modifier
      7m 14s
    14. Modeling a belt and pants by making a compound object from multiple primitive objects
      3m 51s
    15. Modeling legs by using edge loops and the Knife tool
      6m 9s
    16. Modeling a chest and arms using edge loops
      5m 30s
    17. Stitching the shoulders and neck
      5m 13s
    18. Modeling hands with the Proportional Editing tool
      9m 4s
    19. Linking vertices to create knuckle joints
      4m 7s
    20. Reinforcing modeling basics to create the face, eyes, nose, and ears
      13m 6s
    21. Appending and linking assets
      3m 54s
    22. Sculpting basics
      3m 3s
    23. Using the Subsurf modifier to smooth
      2m 34s
    24. Parenting
      2m 7s
    25. Working with groups
      2m 1s
    26. Understanding the endless possibilities for editing mesh with modifiers
      2m 37s
    27. Duplicating objects using the Array modifier
      1m 54s
    28. Modeling a set
      7m 52s
  4. 39m 41s
    1. Lighting overview
      4m 25s
    2. Using the Omni lamp
      4m 50s
    3. Working with the Area lamp
      2m 57s
    4. Using the Spot lamp
      4m 9s
    5. Using the Sun, Sky, and Atmosphere lamps
      4m 51s
    6. Using the Hemisphere lamp
      2m 3s
    7. Working with Ambient and Radiosity lighting
      7m 34s
    8. Lighting with three-point and other multipoint lighting rigs
      5m 30s
    9. Understanding shadows
      3m 22s
  5. 1h 21m
    1. Realism overview
      2m 56s
    2. Creating a world in less than seven days
      6m 36s
    3. Applying ambient occlusion
      3m 47s
    4. Working with basic materials
      3m 24s
    5. Working with node materials
      4m 27s
    6. Applying Pipeline options
      2m 51s
    7. Painting vertices
      3m 13s
    8. Using shaders
      7m 59s
    9. Using mirrors
      4m 41s
    10. Working with transparency
      4m 28s
    11. Using halos
      2m 40s
    12. Simulating with Subsurface Scattering (SSS)
      4m 26s
    13. Applying textures
      9m 34s
    14. Mapping image textures to an object to create a decal
      4m 19s
    15. UV unwrapping
      4m 54s
    16. Applying multiple materials to a single object
      3m 31s
    17. Painting in 3D
      4m 14s
    18. Using bump maps
      3m 14s
  6. 1h 25m
    1. Understanding animation
      4m 14s
    2. Keyframing objects
      6m 15s
    3. Keyframing materials
      3m 14s
    4. Creating Shape keys
      2m 28s
    5. Creating Facial Shape key animation using reference video
      2m 12s
    6. Animating by combining Shape keys
      2m 53s
    7. Working with lattices
      3m 37s
    8. Using hooks
      1m 30s
    9. Working with Vertex groups
      2m 33s
    10. Creating armature objects
      3m 44s
    11. Mirroring armatures for bilateral creatures
      3m 43s
    12. Attaching mesh to the armature by way of skinning
      5m 7s
    13. Posing a character
      4m 43s
    14. Using inverse kinematics
      4m 29s
    15. Creating a walk cycle with inverse kinematics
      6m 34s
    16. Completing the walk cycle
      3m 49s
    17. Limiting range of motion and degrees of freedom
      3m 47s
    18. Managing actions using the Action Editor
      3m 52s
    19. Blending actions together using the Non-Linear Animation Editor
      4m 34s
    20. Tracking
      3m 2s
    21. Following a path
      2m 21s
    22. Mimicking an existing animation
      3m 47s
    23. Using the grease pencil
      2m 56s
  7. 50m 43s
    1. Understanding particle systems
      2m 20s
    2. Working with game engine physics
      3m 52s
    3. Spewing particles
      7m 25s
    4. Guiding particles
      3m 43s
    5. Creating reactions and collisions with particle systems
      3m 15s
    6. Creating hair and fur
      4m 25s
    7. Grooming hair and fur
      3m 26s
    8. Jiggling and squishing soft bodies
      3m 43s
    9. Simulating cloth
      6m 10s
    10. Simulating fluids
      5m 47s
    11. Using boids to simulate swarms, schools, and flocks
      6m 37s
  8. 21m 29s
    1. Using Render controls
      6m 18s
    2. Radiosity
      3m 31s
    3. Stamping text on video
      2m 32s
    4. Setting up test renders
      4m 43s
    5. Rendering image sequences
      4m 25s
  9. 1h 5m
    1. Viewing node thumbnail images on certain Macs
      1m 31s
    2. Overview and integration
      2m 12s
    3. Render passes and layers
      4m 27s
    4. Using Input nodes
      6m 22s
    5. Using Output nodes
      3m 54s
    6. Working with Color nodes
      4m 29s
    7. Color mixing and layering
      3m 27s
    8. Using Distort nodes individually and in combination
      7m 15s
    9. Using Vector nodes
      6m 46s
    10. Creating effects with Filter nodes
      8m 49s
    11. Using Converter nodes
      6m 7s
    12. Chroma keying with Matte nodes
      6m 15s
    13. Understanding node groups and reuse
      4m 17s
  10. 38m 43s
    1. The Video Sequence Editor (VSE)
      11m 47s
    2. Integrating audio
      3m 31s
    3. Using VSE Greenscreen and other plug-ins
      5m 40s
    4. Integrating the Compositor with the VSE
      7m 50s
    5. Layering and splicing video
      6m 18s
    6. Speeding up and slowing down sequences
      3m 37s
  11. 5m 26s
    1. Putting it all together: Captain Knowledge visits lynda.com
      5m 12s
    2. Goodbye
      14s

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