Page 1 of 4 123 ... LastLast
Results 1 to 20 of 79
  1. #1

    Bullet Integration Todo List (Poll)

    Bullet in 3D viewport (without game engine) would be awesome, isn't it?

    Bullet proposal wiki page

    Example videos:

    http://auralgrey.com/storage/blender...ull_margin.mov
    http://vimeo.com/16249318
    http://vimeo.com/16670680
    http://vimeo.com/16249318

    Do you have any comments or suggestions about this proposal?

    Then visit Aligorith's (developer) blog to join the poll.



  2. #2
    "Nice to haves"
    Ability to tear cloth.

    Ability for rigid bodies to react with SPH particles.



  3. #3
    It would be nice to have the ability for particles with objects to effect things like cloth, water, and other physics solvers.

    To be more specific, an example would be having a particle system that references a group of cubes, when these cubes hit a object with a cloth solver, or something else then the cubes would react like being real objects.

    (I understand that the water solver, and smoke may not work so well, but if they could, then that'd be awesome).

    EDIT: This may be unrelated to what is being proposed, I haven't read it fully yet, either way though I very much like the idea of having Bullet physics directly, and interactively available in the view port!



  4. #4
    BA Crew Fweeb's Avatar
    Join Date
    Sep 2003
    Location
    Atlanta, GA, USA
    Posts
    9,832
    Moved from "Latest News" to "Blender & CG Discussions"



  5. #5
    Member
    Join Date
    Jul 2010
    Location
    Dominican Republic
    Posts
    1,569
    I have to sy.... amazing cool



  6. #6
    Member tungee's Avatar
    Join Date
    Nov 2007
    Location
    Germany Frankfurt
    Posts
    1,491
    Some of liero's examples Gsoc2010(aligorith):






    In the end, only blender will surrender
    i7 4770 - 2x GTX 780 ti- 32GB



  7. #7
    Member tungee's Avatar
    Join Date
    Nov 2007
    Location
    Germany Frankfurt
    Posts
    1,491
    Here are the ones from phymec:















    Here is the post bullet-engine-forum :
    http://bulletphysics.org/Bullet/phpB...hp?f=17&t=7707
    In the end, only blender will surrender
    i7 4770 - 2x GTX 780 ti- 32GB



  8. #8
    monsterdog
    Guest
    Yes, I've wanted to do bullet physics without using the game engine for a while. Those tests are awesome, especially the magnetism looks cool.

    Make physics nodes in the node editor so it will be easy to apply physics properties.
    Last edited by monsterdog; 04-Jan-12 at 21:41.



  9. #9
    Member
    Join Date
    Aug 2008
    Posts
    2,367
    Great to see this project back in the sights!



  10. #10
    Member Psy-Fi's Avatar
    Join Date
    May 2011
    Location
    The Netherrealm
    Posts
    1,035
    Having been interested in this topic back then (GSOC 2010), I am really glad to see it alive. Keep up the good work!



  11. #11
    Member eversimo's Avatar
    Join Date
    Aug 2008
    Location
    Chapecˇ, SantaCatarina, Brasil
    Posts
    424
    Yes!!! It's alive!!! My hope is renewed!!! Liero's demos are really good!! He made a great use of this tool!



  12. #12
    Member aermartin's Avatar
    Join Date
    Nov 2008
    Location
    stockholm , sweden
    Posts
    3,174
    I'm reluctant to the way — even if it's impressive — bullet sims are done in phymec, it looks like it starts the game engine only to record the simulation into keyframes you can scrub through.

    anyways I hope that Aligorith or someone skilled will bring bullet into animation system — guess dependency graph is a issue here already — then liero's phymec tool should become somewhat not a addon but integrated into trunk.

    keep these projects alive indeed!



  13. #13
    Member tungee's Avatar
    Join Date
    Nov 2007
    Location
    Germany Frankfurt
    Posts
    1,491
    Aermartin the phymec tools are fro, phymec, liero made the gsoc 2010 aligorith videos.
    In the end, only blender will surrender
    i7 4770 - 2x GTX 780 ti- 32GB



  14. #14
    aligorith had setup an git-project
    http://aligorith.blogspot.com/2012/0...ch-online.html

    Anyone first build? ^^



  15. #15
    Originally Posted by Wasabi2007 View Post
    aligorith had setup an git-project
    http://aligorith.blogspot.com/2012/0...ch-online.html

    Anyone first build? ^^
    Get Win builds

    Win32
    Win64



  16. #16
    Thx @demohero
    How could we life without your demo builds ^^



  17. #17
    Member ldh1109's Avatar
    Join Date
    May 2011
    Location
    Massachusetts
    Posts
    1,559
    Originally Posted by demohero View Post
    Get Win builds

    Win32
    Win64
    played with the build a bit
    cube kept bouncing very high then blender crashed



  18. #18
    Originally Posted by ldh1109 View Post
    played with the build a bit
    cube kept bouncing very high then blender crashed
    There are some issues according to the developer. Read disclaimers.

    Bullet Branch Online



  19. #19
    Originally Posted by ldh1109 View Post
    played with the build a bit
    cube kept bouncing very high then blender crashed
    There are problems if you scale things in Object mode.
    Another Problem seams to be the Active Mesh Collider, it get ignored.
    Last edited by Wasabi2007; 11-Jan-12 at 17:42.



  20. #20
    Member
    Join Date
    Nov 2011
    Location
    Slovakia
    Posts
    251
    I noticed, after scaling and rotating i have to: APPLY - rotation, scale



Page 1 of 4 123 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •