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tony zambrotto's Avatar
tony zambrotto tony zambrotto is offline
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Incredible! I did notice one issue though. For some reason no matter how big I scale a softbody object in the viewport, when I start the game engine it always converts back to its original size. How do I fix this?
#81   Old 28-Sep-08, 21:24   
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@tony: apply scale and rotation,

Quote:
Originally Posted by Cyborg Dragon View Post
I read in the mailing list that the author of the Gamekit 2 book wants anisotropic friction back, as he needs it for the skiing and boat game. Could you bring it back?
Quoted for agreement

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#82   Old 28-Sep-08, 22:30   
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What the heck is Anisotropic Friction?
I think the Blender Foundation should stop removing stuff and changing everything so we have to learn it all over again. Like Mocosoft.
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#83   Old 29-Sep-08, 00:04   
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kay_Eva kay_Eva is offline
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Quote:
Originally Posted by B3D00 View Post
What the heck is Anisotropic Friction?
I think the Blender Foundation should stop removing stuff and changing everything so we have to learn it all over again. Like Mocosoft.
Whoa where is that coming from?!

Btw this isn't a support or complaint thread so plz don't crowd it up with confusion. You want to know what AF is? Use google.
#84   Old 29-Sep-08, 01:02   
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Quote:
Originally Posted by B3D00 View Post
What the heck is Anisotropic Friction?
I think the Blender Foundation should stop removing stuff and changing everything so we have to learn it all over again. Like Mocosoft.
Well, the original games from the original gamekit used sumo physics, idk if BGE bullet physics even ever had AF.
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#85   Old 29-Sep-08, 01:49   
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@tony: apply scale and rotation,

Still isn't working.
#86   Old 29-Sep-08, 02:36   
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Ace Dragon Ace Dragon is offline
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Cyborg_ar, check the commit logs, Erwin just added support for anisotropic friction in the BGE
#87   Old 29-Sep-08, 03:12   
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Where does he post the builds?
#88   Old 29-Sep-08, 03:30   
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Anisotropic friction and Fh/Rot Fh has been added to Bullet.

1) Note that the 'radius' is used for spheres and Fh, even if non-sphere
collision bounds are used. So you can use a dynamic object with box bounds, and do stacking on top of that.

2) 'Form' factor scales the inertia tensor, so bigger values makes rotation
harder for rigid bodies. It can help stabilizing objects.

3) In Bullet, the anisotropic friction can be applied to static and dynamic
objects. When an object with anisotropic friction slides on a ground with
also anisotropic friction, both will be taken into account.

Check the latest Win32 build and included test .blend files here:

http://bulletphysics.com/ftp/pub/tes...y-preview8.zip

Enjoy,
Erwin
#89   Old 29-Sep-08, 07:24   
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Thanks A LOT Erwin!!!
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#90   Old 29-Sep-08, 14:25   
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anisotropic friction will surely make realistic vehicle games a lot easier (and character games)

For long time users, the form factor option is back and so is the FH stuff.
#91   Old 29-Sep-08, 17:40   
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kay_Eva kay_Eva is offline
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I think this may help to keep the player from sliding all across the floor, I've been having that issue myself tbh

thanks Erwin!
#92   Old 30-Sep-08, 04:45   
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I don't know if someone already say it but I'm really glad to see Erwin around and all thoses fantastic features.
I would like to know if its possible to set deformable mesh but not like a total softbodies. I would to deform the mesh like steel, bent it. I don't know if i'm clear enough but I could provide some video to show what I'm talking about.
#93   Old 30-Sep-08, 09:46   
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Blender 2.48 preview 9 is close to Blender 2.48 release:

http://www.bulletphysics.com/ftp/pub...y-preview9.zip

Last added feature is constraints between soft body and rigid body, as well as fixing soft bodies at specific nodes. Use the existing rigid body constraint UI between soft and rigid bodies. See included soft body sample .blend in above link, or separately here.


If you have some cool soft body demos, please post them also in the Bullet forums:
http://www.bulletphysics.com/Bullet/...forum.php?f=11
Watch out for an upcoming Bullet physics contest...

A Youtube video of the soft body simulation is here:
http://www.youtube.com/watch?v=aotWdby87CE&fmt=18

Enjoy,
Erwin

Last edited by erwin; 01-Oct-08 at 02:01.
#94   Old 01-Oct-08, 00:40   
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kay_Eva kay_Eva is offline
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I don't know what to say man. This is astounding.

I just get so excited when I see that cape physics. I just love them man!!

This is wonderful!

Thank you erwin for making bullet and ton for making blender what it is today with the help of so many other awesome people

I believe that the work that you guys do is just a blessing for so many people.

thank you!
#95   Old 01-Oct-08, 03:53   
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oh i found a "bug" with softbodies, they treat ghost objects as solid, is that going to be "fixed"?
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#96   Old 01-Oct-08, 05:00   
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Quote:
Originally Posted by cyborg_ar View Post
oh i found a "bug" with softbodies, they treat ghost objects as solid, is that going to be "fixed"?
"ghost" button doesn't work. You have to set it to no collision. It won't be dynamic though.
#97   Old 01-Oct-08, 05:46   
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kay_Eva kay_Eva is offline
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Hey Erwin it seems like the performance has increased overall. Has it? I'm interested in by how much.
#98   Old 01-Oct-08, 07:08   
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kay_Eva kay_Eva is offline
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omagosh the joints are very nice and easy to set up and the demos are fabulous

is it possible to right-click and grab them somehow, rightclicking and grabbing things is the blender way after all, although it's perfectly fine the way it is - it's just that I know there are blenderheads who will see the joints and try to right click them as they work on their projects, they could also use names too I guess or perhaps an auto enumeration feature since they are allready seperated via mesh

Maybe if you go into edit mode on an object with joint contraints you can select the joints by holding ctrl + right clicking on them or some other hotkey combo perhaps

More or less treating them as Edit mode only empties; This would allow the contraints to be added by placing your 3d cursor and then while in Edit mode pressing space bar => add => rigid body joint - I think that would be one possible intuitive way to set it up. Then it could inherit all the cool snapping features for placing them.

an added bonus is that you can keep your panel on the game panel instead of needing to go back and forth between game and buttons panel - I know it's possible to keep two panel windows open so it's all good whether you decide to change it or not

these are just suggestions. it is TOTALLY awesome the way it is.

or maybe i missed something, maybe you can click them and i just dont' know if so then, "oops"

oh yeah I like the look of the joints also

Last edited by kay_Eva; 01-Oct-08 at 08:08.
#99   Old 01-Oct-08, 07:34   
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kirado kirado is offline
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dang those videos are cool..I blink and all this new stuff gets added(thanks to all devs adding new stuff..you know who you are!).. must make some cool demos later... arrgh the lack of time.
#100   Old 01-Oct-08, 08:21   
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