I made a animation where I rotate a gameboard to move a ball: https://youtu.be/-C43MW5vzy8
The ball is active and the board a passive rigid body that's animated, rotation only.
Moving the ball ahead on the board was a slow process, because everytime I changed one keyframe on the end, I had to rerun the animation again from the start.
I want to solve the puzzle bit by bit by storing the animation for every part where the ball ends up in the right place, and then continue trying rotations from there. Is this possible?
Edit: I managed to bake the ball animation to keyframes, to a certain halfway keyframe for example. But once I do that, the rigid body is removed for the ball.. Do I have to keep re-adding the physics every time I bake a certain keyframe range?
Also, I'm confused as what I have to do with any cache settings. If I press 'delete bake' it keeps saying there's frames in memory. Should I even use any of these options, like 'update all to frame' or 'calculate to frame'?