This is difficult for me to explain, unfortunately.. Please bear with me.
I would like to use simulated physics on an object and bake the physics into keyframes for that object, which i have done. But is there a way for me to keep the object's XYZ locations and rotations in object mode at 0 while only the mesh moves?
I'm basically trying to create something like, for example, a model of a brick wall that breaks apart to be used in a video game to give the illusion of real time physics in that game. I figured I could simulate physics for the model and bake to keyframes, and then use those keyframes on the bones that the model will be rigged to. But I need everything's XYZ at 0 in object mode. But I'm a newbie so I don't know how to accomplish this.
So to simplify the question as much as I can: how can I transfer the keyframes from the simulated physics from the object to the bone but keep their origins at 0.