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.
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