I'd like to have a group of debris fall from a ceiling onto the floor, but not have them drop all at the same time. Is there a way to set a keyframe that dictates when the object enters the simulation? For example, object 1 starts falling on frame 0, object 2 on frame 5, object 3 on frame 24, etc.
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Related: What is the difference between an Active animated rigid body and a Passive rigid body? and How can I add motion to an object – gandalf3 Apr 11 '14 at 00:43
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Yes, you can keyframe the Animated checkbox by hovering over it and pressing I:

When Animated is enabled, the rigid body will be controlled with the animation system. When it is disabled, the rigid body will be controlled by the rigid body simulator.
gandalf3
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So can I set keyframes on this checkbox? Is that what you're suggesting? – Justin Apr 11 '14 at 03:45
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@Justin Yes. When it is enabled, the object will not be controlled by the physics simulator. – gandalf3 Apr 11 '14 at 06:09
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How do you apply this to a large number of objects at the same keyframe? – J Sargent May 13 '15 at 03:32
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1@NoviceInDisguise If the objects don't have any other conflicting keyframes, then Ctrl L > Animation data can be used to copy keyframes. – gandalf3 May 13 '15 at 06:40
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Im wondering what the use is than, if its animated it does not habe the physics. How can we have both worlds or is this not possible? – Rombout Versluijs Oct 28 '15 at 00:34
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@RomboutVersluijs Not quite sure what you mean by "best of both worlds".. What exactly are you trying to do? Perhaps this helps? http://blender.stackexchange.com/q/1552/599 – gandalf3 Oct 28 '15 at 00:47
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Well i meant, it having physics but still be able to adjust the rotation. I want casino chips falling. I used particle emitter for creation added rigid bodies. They fall but dont rotate, so i tried animate in rigid body. I need research it better perhaps. – Rombout Versluijs Oct 28 '15 at 03:05
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@RomboutVersluijs Individually animating in a rotation for each chip sounds like overkill (unless you need tight control over the result). Perhaps as a workaround you could have them bounce off of a collision object before entering the camera frame to impart some random-ish movement? – gandalf3 Oct 28 '15 at 05:41