I know this question has been asked before, but no one has properly answered it. I am trying to animate two rigid bodies on a curve to hit each other at a certain point, but upon keying "Animated" tab to off, the involved rigid bodies snap back to a seemingly random position. I have tried various solutions:

  1. Baking both objects to keyframed animations rather than using the curves
  2. Placing the rigidbodies into groups and animating those, only keying the rigidbody animation on and off on the actual physics object
  3. Repeating the same baking process on the group after animating that on the curve
  4. Applying transformations at different points along the animation.

If anyone has had this problem, do you have any solutions? Below is the file https://www.dropbox.com/s/vjmixkwa6j9zg4g/CarExport.blend?dl=0


The only way I can get the effect you describe is when the objects are following the path directly.

When the physics is switched on by unticking the Animated box, we'd have two functions wrestling to control the same object and clearly they don't get along.

The usual way around this is to use an empty to follow the path and parent the object to that. The physics will then be free of interference when the Animated box is keyframed off.

If I've misunderstood your query, leave a comment and I'll delete it.

  • $\begingroup$ That seems to have fixed it as well as changing some other settings. In retrospect, I think using a shapekey would have been less of a headache in the end, but this solution is the best result so far. Thank you $\endgroup$ – agodsy Dec 9 '20 at 18:47
  • $\begingroup$ I haven't enough info to go on so I'm uncertain as to how shapekeys could do this but what you see in the clip above took very little time to set up. Would the Blend file help to clarify what was done? $\endgroup$ – Edgel3D Dec 10 '20 at 1:30
  • $\begingroup$ No, I got my wires crossed on which question this was. This solution works great, thank you for the help! $\endgroup$ – agodsy Dec 10 '20 at 7:16

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