In this Blender 2.5 tutorial we show you how to set up rigid body physic simulations using the Blender Game Engine and then go on to bake that simulation to keyframes. This allows the animation to be rendered or otherwise animated outside of the game engine.
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how did you do that golden material??? its the best one I’ve seen
I rendered it in Cycles. It uses a Mix Closure that combines a blue velvet material and a yellow glossy material. I then added a sloping background and rendered with a single mesh light.
-Jonathan
I liked cycles even better than luxrender, it makes the final render a bit more cleaner and less noisy
how do you get Cycles.I have tried Luxrender but got nowere.
Timothy,
You can find cycles builds on http://graphicall.org
(http://graphicall.org/?keywords=cycles)
thanks Richard
thanks
would love to see a remake of the game engine game creation series you did a while back. But this time make it more complex, like say, a maze first person shooter zombie game
Hi Jonathan I have a question .in blender 2.5 when I open the user preferences blender shuts down I would like some help and I think that it is really cool that you are getting in to basics of the game engine ROCK ON!!!
I had this problem at one time, when ever I tried to open the preferences inside a viewport window, so I just always open it from the top menu now. Hope maybe that helps.
Thanks after I wrote this I experimented around and found that it is the opposite for me. Thanks John
i didn’t know that bit about simplify curves – i’d always wondered what that add-on was for, but never gave it enough though to actually look it up. thank you! i’ll be using that!
i’m a little sad, though – i’ve never seen a tutorial that explained thoroughly enough how to record the game physics to IPOs without slowing down the physics simulation for 2.5x. like, it plays back real time in the game engine at 60 fps, right? but if you record that and want to integrate it into a 24fps animation, the simulation is slowed and it’s not really usable. is there a way to fix that when recording the simulation, without just having to scale the IPOs down afterward and try to eyeball the correct speed?
what you can try to do is change the sync mode in your timeline from “no Sync” to “frame dropping” or “av sync”, it will give you less fps, but also it will give you a faster preview of your motion. another way would be to use the “render active viewport” tool witch is located in the header of your 3d view.
I think all you have to do is double the frame rate up front to account for the loss mate. Record at 48 to get 24 or something like that. Not 100% sure on that but I think I know what you mean. Pretty sure BlenderNerd covered it a few months back.
thank you for the suggestion, i’ll experiment with that. i’ve never heard of BlenderNerd, i’ll have to google that!
Hey joely, i was also wondering about this. it seems that it works out only when you go into the blender render and in render-dimensions-framerate to change it as well to 60fps, then the animation works fine.
I tried to change the fps in the game engine, but with no sucesses.
when you activate in the game engine the render-display-framerate and profile, it will show you the frame rate when u run the engine.
so the result was that the framerate DID change but once i activate the animation recorder the frame rate is playing again 60 fps, even if i set it to 30 in the game engine.
so i have no idea, maybe its a bug, maybe we are missing something, but for sure it’s something important that should have been covered in this tutorial.
snot_nose (LOL, nice moniker!), i know that there was a script in 2.49 (and also i’d read in Tony Mullen’s “Bounce, Tumble and Splash” that you could just hit CTRL+ALT+SHIFT+P and it would automatically record the game engine physics to IPOs at the .blend file’s current animation frame rate without even entering game play mode – or at least that’s what i understood from what he was saying). so…maybe i have to set up my simulations in 2.5, open them up in 2.49, record the IPOs using the script or the CTRL+blahblahblah hotkey, and then re-open the blend file in 2.57??
i’ve never tried either the script or the hotkey in 2.49, and that hotkey isn’t mapped by default to any action in 2.5…
worth mentioning is that when the bullet physics GSoC’10 project gets integrated (pretty soonish now when blender 2.57 is stable) we’ll have timeline physics and no need to bake from the BGE.
That sounds awesome.
Fantastic Tip Jonathan, just what I was after! woot!! Thanks!
THX for this tut, I just would like to know how to reset the animation curve after recording, lets say I want to get just the final scene with fallen monkeys on the plane but without game engine/rigid body/timeline data (so just the latter frame) how to do this?
@PL: Go into the curves editor and delete all of the keyframes before and after the frame that you want.
thank you very much!
Great work as usual!
Can you make the Tips available for download on Vimeo?
Simplifying curves is an essential to working with these animations afterward, I’m surprised you didn’t link it yourself, Jonathan. ;D
http://www.blendercookie.com/2010/07/26/tip-simplify-animation-curves/
Disregard that last message; I missed the last bit, working without headphones at the moment. >.<;
Thanks for hearing my suggestions and helping me out Jonathan and Wes
Cool
can you make a tutorial on how to render realistic metal and such,and render in cycles? it seems a often requested topic 
anyhow great tutorial, as always I’ll add
Instead of Shift-D -> move object -> confirm -> Shift+D… etc.
You can you, after confirming the first move, press Shift+R to repeat the last action performed.
With the duplicate example; it will make a duplicate and move it by the the same amount as the initial action.
Thanks for the tip !
Lights take memory, in 2.49 you could adjust 3 spheres to control lighting in the user preferences, you can kinda do it in 2.5 but the spheres are gone
I’ d love a cycles material making tutorial BTW.
man i have been trying to figure this out forever!
wow, thank you!
http://www.youtube.com/user/calvduck?feature=mhee
How did you do that keylogger?
Im looking for it for a long time now
Hi Thomas,
It is an add-on for displaying keystrokes, it is included in the upcoming Blender 2.60, called “Key Status Display”. Blender 2.60 is set to be released later this week: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/changelog_260
In the mean time you can download any recent build from http://graphicall.org to use it.
-Jonathan
Hey
Is there a way to record Softbody game physics to Keyframes ? Because “Record Animation” produces Keyframes with only Location and Rotation data ,no mesh distortion.
Thanks
I am doing a simple simulation with coneTwist constraints. What I find is that if i press play repeatedly, I get more or less the same simulation every time.
However, if I tick the Game->Record Animation box then the simulation gets shorter and the objects don’t reset to their original position. After three or four re-plays, the simulation begins and ends in the equilibrium state. It’s like recording the f-curves somehow interferes with the initial conditions of the animation. Can anyone confirm or suggest how to avoid this?
If I record an animation and cancel with “Esc”, the scene is ruined and has to be reloaded. Because next time I start the game engine, it starts from where I cancelled. There’s no way to delete the animation and go back to the original state. If I accidentaly save after recording, the only option is to start over from scratch. I wonder who decided that that’s good interface design.
Sure there is, just press Shift + Left Arrow to go back to frame one in the time line. Is that what you’re looking for?
Thanks for answering. I’m probably being a complete idiot here, but here’s what I did:
1. Set up scene
2. P, Esc, tweak, P, Esc, tweak, etc.
2. Record animation (check)
3. P
4. Esc
5. Shift-Left (or another P)
Kabloom. Scene all messed up.
When you say the scene is all messed up what do you mean exactly? Can you send over a screenshot?
The ground should be set, in Physics, to type: Static, Actor, and Create Obstacle I think. You’re note mentioning that!
Tanks for the tutorial.
Great little reminder tip now that the new Voronoi Fracture addon is in Blender 2.64.
I’m using blender 2.65a, and whenever I try to record animation, it doesent work. Thanks in advance.
Can you be more specific as to which part is not working?
-Alex