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Realistic Chain with Blender Game Engine 2.48a
Hello. In this tutorial we will build a chain with shackles
to get that this string behaves in Game Engine like a real chain, and is affected by gravity.
Then, the first thing we will do is create a shackles from a torus, a toroidal figure ...
To do this, we will select only the lower half of the vertices ...
... And now, with "G", grabbed these vertices and we took them down to the Y axis.
We back to "Object Mode"
and we place, as we see here, the cursor in the center of the object.
We took the object rotated to the left of the image
and see... first let's make it a "rigid body"
already is "actor" in GE
and we see how it behaves in the "game engine" (GE)
With the "P" we look that falls due to gravity.
Well, this will be the first shackle.
The first shackle is hooked and it not fall.
So, for this first shackle will not fall, we must add a restriction of "Rigid body Joint"
This restriction is of type "ball" and it is not associated with any object ...
we show the pivot... pivot we see it here...
...We will move it...
...To the left end of the shackle...
Let's we see how it behaves (with "P") within the Game Engine (GE)
we see hanging from the left.
We can see it a little better so...
hangs like a pendulum.
This is the first shackle. The other will be the same but instead of NOT be attached to any object...
It will be linked to the previous shackle
SHIFT-D to duplicate the shackle ... and rotate it ...
this is the "Torus.001 and
this "Torus.001" will be link to the "Torus" above
let's see how it behaves
Well, we see that are linked to each other...
then do the same with the next link ...
SHIFT-D to duplicate it ... and turn ... and now this, will be linked to the former, which is the "001".
SHIFT-D Again, I move ... I turn ...
and this shall be linked to "002".
Now we can take all the four shackles... SHIFT-D and we bring them here...
... And the first of these four, will be attached to the latter, which is the "003"
then we write here: "Torus.003"
Now we can take all... we selected all and Shift-D
and move up there ...
... And this will be achieved first to last, which is the "007"
this "008" shall be joined to "Torus.007"
Let's try it ... with "P" ...
we see that the chain moves perfectly
now, I still would take all these ... to make a longer string.
SHIFT-D and put them there ...
This first has to be linked to "014"
... Then, we see here ... "Torus.014"
and test the game engine the effect ...
there is a shackle that is loose
as we can see there ...
Let's review ...
... This goes along with "016"
... This is the "016" and is joined to "014"
... This is the "015" and is joined to "014"
then this, which is the "016" has to be linked to the "015" and so is failing
let's try again ... put "P"
and think it should behave in right manner the chain
Well, now all that remains is to add at the end of last shackle a mass, like a ball, for example, weighing more big..
then select a Sphere
the enlarged...
... And we took of the final shackle in the chain
So, this last shackle is called "Torus.031"
the Sphere also has to be a "Rigid Body", and there should also have a constraint, linking the last shackle...
then... we will show the pivot of the Sphere...
there is...
Well, let's see how it works ...
We see that the sphere behaves like a real weight changing the position of all shackles
...That are linked to one another
good, and this has completed the tutorial...
The only thing that can be added to this is that, so behaves in the GE the chain
but that we can also use it to record an animation enabling this menu option "Record Game Physic to IPO"
The IPO curves recorded from GE for use later in the completion of an animation, which is what accompanies this tutorial
and this ends this tutorial