Now, that all objects are coloured, textured and in the right place (i hope),
we will make the animations. Before starting the animation work, we must
"clean" the objects, otherwise we'll have problems in the "game
mode".
Select one flipper and do Ctrl-A, "Apply Size/Rotation". Do the
same to all the objects that will be animated.
Now select the left flipper, in Top view, go to frame 1, and with the cursor
in the 3D window press I key, and choose the "Rot key" item in
the pop-up menu. Go to frame 3, rotate the flipper to the position shown
in the image above right, and insert another "Rot key".
Do the same 3 frame animation to the targets, in front or side view, in
a up/down direction, and in top view make a 20 frame animation to the object
that will push the ball. Start position at frame 1, go to frame 16, maximum
spring position, frame 18, release position absorbing energy ( the object
moves in the ball direction), frame 20, the object returns back to start
position.
When the animations are done, select the bumper and then the table, and
do Ctrl-P to make the table parent of the bumper. Do the same to all the
objects in the scene, except the ball. The table will be the parent of all
objects.
Here, we must talk about the light in the game engine. If you don't add
lamps to your scenes (lamp, spot, or hemi) the objects will be automatically
and equally flat "lighted". You must fake shadows by hand. When
i said "shadows" i'm talking about the colour variations that
defines the 3D object shape.
The game engine don't cast shadows!
If you decide to add lamps to your scene (a maximum of 8 per layer) the
faces in objects with "Light" assigned, will be "calculated"
by the game engine. The lamps light only affect faces in the same layer
of the lamps. You can get nice effects with this property.