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< Doc:Manual | Game Engine | Logic | Actuators
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[edit] Edit Object Actuator
The Edit Object actuator edits the object’s mesh, adds objects or destroys them, it can also change the mesh of an object (and soon also recreate the collision mesh). It has five modes:
- Add Object
- Adds an object at the centre of the current object. The object that is added needs to be on another, hidden, layer.
- OB: the name of the object that is going to be added.
- Time: the time (in frames) the object stays alive before it disappears. Zero makes it stay forever.
- LinV: Linear Velocity, works like in the motion actuator but on the created object instead of the object itself. Useful for shooting objects, create them with an initial speed.
- AngV Angular velocity, works like in the motion actuator but on the created object instead of the object itself.
- End Object
- Destroys the object.
- Replace Mesh
- Replaces the graphical mesh of the object. The physics is still the same. For the next version of Blender, the collision mesh will also be changeable.
- ME: the name of the new mesh.
- Track To
- Makes the object “look at” another object, in 2D or 3D. The Y-axis is considered the front of the object.
- OB: the object to look at.
- Time: the time it takes to turn to the object.
- 3D: without this it only rotate the object on the Z axis, only following the target object in two dimensions. With this it rotates on all axis following the target object in 3D space.
- Dynamics
- Changes physical properties of the object. It has five modes:
- Suspend Dynamics takes the object out of the physics engine, it won’t respond to collisions or gravity.
- Restore Dynamics brings the object back to the physics engine.
- Disable Rigid Body makes the object not rigid body any more.
- Enable Rigid Body makes it rigid body again.
- Set Mass changes the Mass of the object.







![[]](/skins/blender/open.png)
