During this class, we explored how physics is applied within the Engine. I never realised how far physics went, especially in the Engine. We began simulating a pendulum, selecting two shapes: a master and a child. Within these parameters, we saw how to limit movement or rotation within the scene. After many attempts, I achieved this result:
This showed me that I could use this tool to help simulate specific movements in a scene.
Later, we went on to characters. I didn’t know that the character’s bones needed physics. I first realised when we imported the character and simulated the scene, the character broke down into pieces. Having the constraints in every part of the body and adapting it so it ‘breaks’ in the correct way was extremely difficult. I played around with it, and when putting it together in the level sequence, I could animate the physics when the character was acting, but suddenly it would fall (break).
Our final physics tryout involved the fracture mode, where two cubes collided.