Questions about Bullet Physics and Dynamic Bodies.
Trying to play a few simple simulations of a sphere smashing into various props, but I'd like to despawn the sphere after the initial point of contact, or stop the momentum.
Currently I'm using Veolicty to simulate the momentum for the impact since I'm having trouble keyframing active rigid bodies. Is there a special set of values I should be dealing with rather than the mesh and it's respective translation points?