As for physical accuracy… you code it yourself, a local universe, there’s no need for a universal physics simulation IMO.
Let’s say you got a bullethole in a concrete wall and an impact trajectory with an impact channel depth.
Based on the depth, gauge and type of projectile you can calculate the speed of impact based on the depth of the impact channel.
Based on the projectile you know the muzzle speed of the projectile, based on the rifling of the barrel you can even guess the weapon, and with the impact velocity you can pretty much calculate the distance from the muzzle to the point of impact.
Everyone with a mediocre school education should then be able to calculate from that back to the ballistic trajectory.
This should be very much doable with a python addon, even visualize the flight of the bullet.
OOTB is a no go, but with some efford you could very much make Blender a ballistic analyzation tool.
And I wouldn’t be surprised if there’s a python library somewhere out there already able to do exactly this. All that’s left then is to wrap an UI around it and link the calculated data to objects.
Car accidents on the other hand are quite tough to calculate accurately… not impossible though.
If you have all the data though from a scientific analysis already, just to visualize it should be no big problem at all.
- Should be answered with the wall of text.
- Yes. There are many network rendering possibilities for various render engines working with Blender.
- Yes. Not as comfy as AE IMO, but yes.
- (<- again lol) I guess if someone opens the file it’s flaged locked and no one else can write to the file, but everyone in the network should be able to open the file.
- Convincing…? Sufficiently. Completely accurate? Not too sure.
- You can set Blender to work with generic units, set 1 generic unit to 1 metric unit, or 1 imperial unit. Measurement works in Blender, but could be a lot better.
- Not that I am aware of, but you can always grab the source and add something with C/C++ or script either in a .blend or as addon with python. Blender itself uses the “bullet physics engine” but not in the viewport, just in the game engine, where you can record the simulation to animation curves.
But who knows, I think it’s a hot GSOC project to integrate the new OpenCL accelerated bullet engine or any other GPL engine and make it work in the viewport to have one solid foundation for all the simulations within Blender.