Sumo physics still works. There are some features unique to Bullet, like rigidbody for box, convex, cylinder, cone etc, constraints, and vehicle simulation. Sumo doesn’t handle these new features. These new features are one of the reasons for using Bullet physics.
Bullet objects do slide, try a box with low friction material (<0.02).
Sorry Erwin, not trying to start an argument, but I have reported these bugs numerous times and they still exist:
Sumo physics still works.
Sorry, but when I use Sumo physics in your build, my objects vibrate and then fall through the “ground”. This does not happen with 2.41 but does happen with your build.
Bullet objects do slide, try a box with low friction material (<0.02).
Again, this doesn’t work. Not with 2.41 or your last two builds. I have tried numerous friction, mass, gravity etc etc and still does not work. FYI, I’m testing using a simple box sliding on a single, flat plane.
I also tried Icoxo’s “work-around” and this worked for new models only, not for existing models.
If you want sample .blends please let me know. As I said in my first post, I have reported these bugs numerous times and never got a reply.
Not trying to criticize your work, I think you’re doing a great job! I would just like to see these fixed since my current project (a ship simulator) would be -sooo- much better with Bullet physics!
I checked my .blend showing the friction bug and now it’s the same on both the x and y axis
But a few things
1). The bug with objects using LinV and not really falling is still there
2). There’s still no easy way of making objects using image textures using the new material option sensitive to light without using multiply or turning on the alpha button in the texture buttons. When using mix or any other blend mode it becomes insensitive to light. With the alpha button on none of the other blend modes work.
3). When setting the alpha button in the uv panel it becomes insensitive to light.
If you know of a GLSL vertex shader that can allow me to light an object no matter what the material settings are based on property please tell me what the code is because I know nothing about GLSL. I know it can be done because the sebulba shader lights it without the material having alpha or multiply on, but it’s per-pixel and you need to type in the object which is incredibly tedious when you would have many many objects using it.
4). objects still can’t ride and rotate on moving and rotating non-dynamic objects and IPO in bullet is still broken.
The vehicle in itself is pretty good but one thing I noticed is that when you stop pressing the key that moves it foward, it takes an incredible distance for the car to stop.
Great new Stuff Erwin. Wel done. This is exactly what i need for my Chevy. A nice soft Damping. Cool!
But the Wheel-Flipping is kidding me to death! I try to use one Mesh (Alt+D Copies) for all 4 Wheels. But the Wheels always flip inside. Even if i use a single mesh for each Wheel and rotate the Mesh in Edit-Mode. ??? No Way! That drives me crazy! Is this a Bug, or do i something wrong?
Doc
Got it! It works with a seperate Mesh for each Wheel. Here’s what i did:
The two back Wheels are equal orianted as the Vehicle. The two front Wheels are rotated with 180° on the Z-Axis. If necessary, Rotations can be fixed in Edit-Mode now.
Doc
I’m happy you report bugs, there are tons of them. Unfortunately time is limited, so its a matter of priorities to fix them or add new bugs/features
Bullet sliding works for me. Can you check this file and let me know if this doesn’t work?
[quote]1) Sumo physics still works.
Sorry, but when I use Sumo physics in your build, my objects vibrate and then fall through the “ground”. This does not happen with 2.41 but does happen with your build.
[/quote]
I haven’t touched or tried Sumo really, so I’m curious what broke.
Please mail me a small file that works with 2.41 and doesn’t with 2.42:
blenderbugs at erwincoumans.com
Thanks again, and sorry for not replying to your report earlier. I’m just lack of time, and randomly visit this forum.
Erwin
Ok, here is an other one. The Wheels are no more fix on their Axis. They moving forward and backward while driving. To have a better View on this FX, place a Camera nearby the Vehicle and make it Parent.
Doc
Several problems can occur.
First of all, Bullet objects might auto-deactivate after a while.
So you need to disable deactivation for now (I will add some button to disable deactivation on a per-object basis, as well as activation on certain actions, like setPosition etc.)
Also, only the friction in the materials panel is used. This is hidden I admit, I didn’t do the Blender user interface
See here:
I don’t know what happened to Sumo, perhaps a Visual Studio 2005 compiler issue?
Having button based deactivation may be the best thing to do for objects. But don’t forget to have a way to disable deactivation like when a deactivated dynamic body is in a situation that would require it to be active again.
First of all, Bullet objects might auto-deactivate after a while.
So you need to disable deactivation for now (I will add some button to disable deactivation on a per-object basis, as well as activation on certain actions, like setPosition etc.)
Yes, I beleive I’m seeing this. After a few moments, it seems to stop working. I’m not familliar with how you “disable deactivation”. Where is this?
Also, only the friction in the materials panel is used. This is hidden I admit, I didn’t do the Blender user interface
Ok, I found it. Only thing is, that it only works when friction is set to “0.000”. I am unable to set it to less than 0.01 even though it appears in the numeric display? So the only settings I’ve found are no friction or too much friction?
Are the other controls (damping, etc) in the Logic section now obsolute?
Also, In one of my unfinished game demos I still had a case where I had 20 FPS in sumo but 9 FPS in bullet with all frames enabled. In others it’s almost identical