Page 4 of 4 FirstFirst ... 234
Results 61 to 79 of 79
  1. #61
    Member vklidu's Avatar
    Join Date
    Aug 2006
    Location
    czech republic
    Posts
    1,073
    @rozmiarek: if i right understood your question - so, you can record object movement and with "Simplify Curve" add-on you can a bit clean keyframes so later you can activate "Motion Trail" add-on to see f-curves as path in 3D view and edit it as path.

    in attached screencast I didn't change path enough, so zero differences, but I hope idea is clear.
    Video is not about recording bullets physics - that is what I would like to know



    Edit: liero, now I see in your script folder "bake_rigidbody_anim.py", is it what I was asking for?
    When I select shards and run the script it gives me error and erase bulet physics
    Last edited by vklidu; 27-Mar-12 at 09:06.



  2. #62
    Member Jonathan L's Avatar
    Join Date
    Aug 2011
    Location
    Seattle, Washington
    Posts
    1,715
    Just a quick question:
    Why is there a seperate static object AND a collision object? Why not make the collision object collide with rigid bodies? To me this makes no sense.

    Great job by the way, please keep up the good work!



  3. #63
    Member vklidu's Avatar
    Join Date
    Aug 2006
    Location
    czech republic
    Posts
    1,073
    Sorry, I don't understand your question. Why it has no sense? Have you tried build with Aligorith's bullets?
    What do you mean static? All object are rigid body's set as active or passive . . .



  4. #64
    Member
    Join Date
    Mar 2010
    Posts
    1,128
    @vklidu: yes the point of the script is to record bullet physics, just like you do from game engine...
    download it again as I did a change this morning -wasn't working with this recent build-

    @Jonathan L if you mean integrating all simulations that would be great!



  5. #65
    Member mookie3d's Avatar
    Join Date
    Oct 2006
    Location
    Bialystok, Poland
    Posts
    1,253
    vklidu - ofcourse! I totally forgot about that "recording button" option (that creates automaticly keyframes)! Why that does the trick! Thank you!



  6. #66
    Member eversimo's Avatar
    Join Date
    Aug 2008
    Location
    Chapecó, SantaCatarina, Brasil
    Posts
    424



  7. #67
    Get new Win builds:

    Win32
    Win64



  8. #68
    Member vklidu's Avatar
    Join Date
    Aug 2006
    Location
    czech republic
    Posts
    1,073
    Thanks guys for such a quick updates you did the builds from aligorith's tomorrow branch

    @liero: thank you for update too
    Last edited by vklidu; 27-Mar-12 at 14:26.



  9. #69
    Member mookie3d's Avatar
    Join Date
    Oct 2006
    Location
    Bialystok, Poland
    Posts
    1,253
    I played with it and it's incredible (works like a charm with 2000 cubes at once)! However I was thinking if there's a chance these simulations would be multithreaded? And what about creating a kind of a rope? Is it possible?



  10. #70
    Member Jonathan L's Avatar
    Join Date
    Aug 2011
    Location
    Seattle, Washington
    Posts
    1,715
    Sorry, I don't understand your question. Why it has no sense? Have you tried build with Aligorith's bullets?
    What do you mean static? All object are rigid body's set as active or passive . .
    Yes, I was using his builds, sorry if this was confusing because I accidentally said static and not passive. I was just wondering why rigid bodies do not collide with collision objects.



  11. #71
    Member eversimo's Avatar
    Join Date
    Aug 2008
    Location
    Chapecó, SantaCatarina, Brasil
    Posts
    424
    This OS X build: http://www.4shared.com/zip/N86OYzaj/BlenderBullet.html comes with this recent commits:

    • Thursday March 29 2012 02:42
    ◦ aligorith committed 4735341- Added missing notifiers (for groups) when adding/removing rigidbodies

    ◦ 02:22
    ◦ aligorith committed cfe0e09- Cosemetic code-style tweaks + rationale behind collision shape types

    • Wednesday March 28 2012 16:21
    ◦ sergof committed a2a2705- bullet: Add null check when deleting dynamics world

    ◦ 16:21
    ◦ sergof committed 88a81cc- bullet: Use bvh-triangle mesh for passive objects

    ◦ 16:21
    ◦ sergof committed 4e29fe4- bullet: rename rbStepSimulationAdv -> rbStepSimulation, remove simple version

    ◦ 16:21
    ◦ sergof committed da9368b- bullet: Do proper cleanup when deleting rbDynamicsWorld

    ◦ 16:18
    ◦ sergof committed bc40cf1- bullet: Change the way simulation stepping works.

    ◦ 16:18
    ◦ sergof committed b7a5643- bullet: remove redundant include

    ◦ 16:17
    ◦ sergof committed 53ce987- bullet: Remove TODO comment about single vs double precision floats

    ◦ 16:17
    ◦ sergof committed b33c297- bullet: Partial fix for physics world resetting

    ◦ 16:17
    ◦ sergof committed 8cd4443- Remove axis sweep broadphase code.

    ◦ 16:17
    ◦ sergof committed ffb5ef1- bullet: Remove TODO comment about using another allocator[/url]
    Check here for more details and recent updates: https://gitorious.org/~aligorith/ble...mits/BulletDev
    Last edited by eversimo; 30-Mar-12 at 08:58.



  12. #72
    Member vklidu's Avatar
    Join Date
    Aug 2006
    Location
    czech republic
    Posts
    1,073
    @eversimo: thank you, I will check it
    @liero: great, it works now



  13. #73
    Member eversimo's Avatar
    Join Date
    Aug 2008
    Location
    Chapecó, SantaCatarina, Brasil
    Posts
    424
    A more recent and stable build for OS X: http://www.4shared.com/zip/qvDcg34D/BlenderBullet.html



  14. #74
    did someone build it for Linux?



  15. #75
    Member vklidu's Avatar
    Join Date
    Aug 2006
    Location
    czech republic
    Posts
    1,073
    Yeh! I just noticed we can use objects like rings. When I tried them few weeks ago they just flyied a way (in BGE too).




  16. #76
    Member vklidu's Avatar
    Join Date
    Aug 2006
    Location
    czech republic
    Posts
    1,073
    quick test with effector




  17. #77
    Member Jonathan L's Avatar
    Join Date
    Aug 2011
    Location
    Seattle, Washington
    Posts
    1,715
    Speaking of magnetic, would it be possible to recreate real world magnets now that we have this not in the GE? I feel that could be handy.
    Check out my portfolio and tutorials.



  18. #78
    Member karlis.stigis's Avatar
    Join Date
    Sep 2010
    Location
    Riga, Latvia
    Posts
    299
    Yes, geometry and/or curves as force fields. That would make possible things like this: https://vimeo.com/12545791



  19. #79
    Member
    Join Date
    Oct 2009
    Location
    Germany
    Posts
    337
    We do have a "Curve Guide" force field type.
    It seems broken for rigid bodies though, I'll look into fixing it when I get to do work on force fields.
    It will have to wait a little though, since there are more important issues right now.



Page 4 of 4 FirstFirst ... 234

Posting Permissions

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