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Creating 3D Game Art for the iPhone with Unity Part 8 potx
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Mô tả chi tiết
set as Rigid Bodies. In order to accomplish this, we’ll need to set
up some logic for the simulation, which can be done through the
Logic Editor.
Setting Up the Logic
We’ll first set up the logic for the sphere. First, we’ll add a Game
Property, which I called “col,” by clicking the Add Game Property
button as shown in Fig. 7.36. This property will be used later to
only trigger the simulation for the target pieces when the sphere
strikes them.
For the UV Sphere, we’ll need to create two layers of logic. The
first layer will suspend the dynamics so when we start the simulation, the gravity won’t automatically affect the
Rigid Body objects. The second layer, re-enable the
dynamics, but only after we hit the space bar. In
Fig. 7.37, you can see both layers highlighted. The
first layer consists of an “Always” Sensor, a “And”
Controller, and one “Edit Object” Actuator set to
Suspend Dynamics. As you can see from Fig. 7.37,
these items are piped together.
The second layer of logic consists of a “Keyboard”
Sensor set to Spacebar, an “And” Controller, and
two Actuators, an “Edit Object” set to Restore
Dynamics and a “Motion” Actuator set to simple
motion with a value of −2.0 in the Y-axis. Again
in Fig. 7.37, you can see how this logic is piped
together. The second layer of logic is stated that
when the Spacebar is pressed, dynamics will be
restored and a motion of −2.0 will be applied to
the UV Sphere in the Y-axis, which will push the
ball into the target.
Next, we’ll need to set up the logic for each piece
of the target. It’s a very similar setup in that there
are two layers of logic. The first layer will suspend
the dynamics and the second layer will re-enable
the dynamics, but instead of using a “Keyboard”
Sensor, we’ll use a “Collision” Sensor. The collision event will be the UV Sphere colliding with
the ball, and we’ll use the “col” Game Property set on the UV Sphere to tell
our logic that we only want to test for a collision with the game object that
contains the “col” Game Property, which in our case is the UV Sphere. When
this collision happens, the second layer of logic will re-enable the dynamics,
just as we discussed before. In Fig. 7.38, you can see the completed logic for
the target pieces.
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Creating 3D Game Art for the iPhone with Unity
Fig 7.35 The Bullet Physics Engine
Defaults to 9.8.
Fig 7.34 The Ground Is Set to Static.
At this point, the entire simulation is set. If I were to hit the P key to start
the game followed by the Spacebar, the sphere will hit the target and
explode it into pieces as shown in Fig. 7.39. Next, I just need to bake the
simulation into keyframes so that the animation can be imported into
Unity iOS.
Baking the Simulation
To bake the Rigid Body simulation, you need to go to the Game menu at the
top of the Blender UI and enable Record Animation as shown in Fig. 7.40.
With this option activated, you then need to run the simulation by pressing the P key. Remember, because we set up a Keyboard Sensor, we’ll have
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Animation Using Blender
Fig 7.36 A Game Property Called
“col” Is Added to the UV Sphere.