In the Motion module we have 2 submodules. Quick Rigidbodies and Particles to Rigidbodies.
We are going to see the Set Kinematic submodule inside the Quick Rigidbodies module.
From this module, we will be able to use an object with a previous animation and convert it into an RBD in the frame we want. In this way, we can for example, create a geometry that impacts against our fractures, quickly and easily. We will also have access to different configurations of the generated RBD.
This option is as simple as adding RBD to any geometry. Although we can do it directly from Blender, doing it from RBDLab allows to focus all the work related to RBD in the addon.
This module is very useful. It allows you to create a particle emitter and convert the particles to RBD at the desired time. It is important to select the frame where we want the particles to be converted to RBD. In this example, we want the particles to collide with the wall, so one or two frames before they collide, we tell it to convert to RBD.
We can also set the mass of the RBDs, etc... or hide them before they start to be launched.
This scene is an example of the usefulness of this tool to generate, for example, a machine gun.