subtitle:
how to smash into stuffI've ignored the game engine because If I'm going to make a game it will most likely be with the UDK.
That is a mistake because in Blender 2.5x the game engine is where rigid body physics sims are done. Here is a quick synopsis of what I've picked up: First you animate your object as normal using f-curves. Next, with the animated object selected you go to the logic panel (which controls the game engine) and add an "always" sensor, linked to an 'and' controller linked to an 'f-curve' actuator. Now go up to the top line and change render type from blender render to game engine. {The animated object must have physics type static applied to it and the objects that you want to simulate need rigid body type physics - all must be set as actors}. Now if you hit P (or select start game engine from the game tabs, your animation should go and then rigid body fun begins (smash , pow, bouncy- bouncy). Once you get it all working properly, go to the game tab and click on record animation. Run your sim and wait and wait because its making ipo curves for each object set to rigid body. NOTE this will run until you press the esc key! The only hard part is that the timing for the sim doesn't seem to line up properly, so you have to select all the sim f-curves (good luck it will lag your machine guaranteed) then hit 'x' so that you only move them along the x-axis and move them to the proper frame. NOW you can switch back to the regular render and rend away - you can also play back using alt-A to check it out from different positions. Its interesting that even with all these crazy f-curves (there are 6 for each object!) the render is very fast.
So here is the
blend file (modified by me, made by Richard Marklew)
and here is
my smashemup vid ( number of smashable cubes cut down to a more manageable number)