Blender needs this!

Just saw this amazing way of placing objects using physics in the upcoming Houdini.
Really hoping this sort of freestlye placing could make it into blender :slight_smile:

Time: 19:21

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:smiley: one can dream…

Honestly i’d prefer devs spend time on better UV features ^^
or terminator bugs in cycles…

But it’s just my very own opinion. If you wanna do what is shown, use a game engine like unity, UDK or Cry… Blender is a modeler not a game engine, even if it integrates BGE ^^

Happy blending !

EDIT: anyway, what i saw is really nice :smiley:

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I have had it blender for weeks.

meh !!!

share or die !!! 8-D

BGE does this without problems, people have been using this technic for ages in Blender.

To get this in Blender you got do a proper feature request, take snippets & make a nice proposal on how it could work inside Blender and the functionality behind it, linking a whole presentation doesn’t help the Devs much especially if it’s from another closed Source DCC.

You have this functionality in blender? Would you mind sharing how?

I was just excitedly sharing with the community, and hoping to get some dialog going. But I may make a proposal as I think this would be invaluable.

https://blendermarket.com/search?q=interactive+physics+editor

I saw this ages ago and completely forgot about. Thank you so much :smiley: Really hope he improves on this.

Terminator artifacts in Cycles aren’t a bug, that’s just how path tracers work without introducing bias

Blender needs a lot things, example node based particles…

Jaques is on it. Just a little patience…

Yes! This is so needed and so much helpful and great!

I spent hours last night playing with this addon. I mean yeah there is still the select all option and apply visual transform but it is nice to not have to add each and every object into the sim by hand.

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If one was to use physics engine in blender to place objects like in the Houdini presentation and then apply the transformations in the final resting position, how would it be different then what was presented in this video ?

The main difference would be the number of clicks and price tag, then followed by performance and feature sets. I mean if it comes down to it, I can and have done the same thing in the ue4 game engine, physics sim is not a new thing. But I do have to admit that I do love their UI behind it.

Speed and manipulation? I cant think of how to scale/rotate object origins in blender and have it use collisions simultaneously during a modal operator. Also blender is using a constant gravity whereas houdini is bound to a hot key for tweaking. And the setup for blender to do anything similar seems so tedious (having to set up the physics every time)

You can turn off Gravity in blender and that above addon is actually very nice for the price.

I get what you are saying, but blender still does it a lot slower and a lot less efficiently. And when you are talking about creative design, speed is everything. I really hope the person who made that addon realizes how amazing it is and how much more amazing it could become :slight_smile: