Hello everyone. I’m currently workign on an ODE module for animation and i’ve got soem working so i thought i’d give out doem DIVX 5.03 anims to show ppl
I’m lookign into that now and seeign what i can do.
in the ode game engine stuff (built from cvs) there are only rectangluar prisms (fancy word for a scaled cube) and spheres. Even for static geometry.
this ODE supports Cubes, Spheres, Closed Cylenders, and Planes but as i said i might be able to get more boundbox shapes as tiem goes on
It can also get very slow if you have a lot of objects that are touching each other. (think 2 minutes per frame with over 100 objects)
because of the way i script this, everythign is baked intot he object’s IPO curves which makes all the calculations doen before hand leaving render time good.
on another note this is the fastest script i’ve ever used that did so much, it took under 4 seconds to bake the animation into the cube and sphere and that included the gravity and rigid body calculation time.
It’s great! And it works with animations? This mean that if it create IPOs I can use a cube or a sphere to calculate the movement and then apply the IPO to a poly mesh, isn’t it?
Beautiful stuff! Game engine aside this has some GREAT applications for modeling & animation. PLEASE tell me this is intended for bf-blender not just tuhophuu?
Also: nit picking to be sure, but the ball does not “roll” but rather slides. Is this correctable?
Actually its a seperate DLL module so its only avalable in Windows for anyone else. sorry bout that. but it does work with Blender 2.28a which is what i used to make those avi’s
Also: nit picking to be sure, but the ball does not “roll” but rather slides. Is this correctable?
yeah it is, i’m working on the rotation implimentation now but the main problem is that Blender doesn’t export Quaternions which is what the ODE uses to prevent Gimble Lock.
if anyoen knows a good Euler to Quaternion script i’d be much obliged.
yes you can, but the bounds that are used in it must be specified before hand
the box is specified as havign an X length of 4, Y length of 2, and Z Length of 2
the ODE works the calculations alone the blender module only allows for the calculations to be processed into useable data
the rotation ability is in, but with some problems. the problem is that because sin() is used in the formula the animation oscilates which doesn’t look good in animation.
if anyone would like a crack at the ODE early and is willign to help with soem problems then e-mail me at [email protected] and hopefully we can work this out.
there you go, rotational rigid bodies in animation.
thanks for all of your questions and support. and thanks to all who e-mailed me to try and help… all zero of you
got it done anyway and i’ll be doign some documenting of how it works and then i’ll put out the first version.
Argh, don’t know why I didn’t mention this sooner, but I have a vectorial and matricial math module (mostly done by eeshlo, some little work by me) online here: http://www.clubinfo.bdeb.qc.ca/~theeth/vecf.py
A python Script, which presumably exports data to part 2…
A windows program that actually does the math?
I’m fuzzy on how this all works. Can you elaborate?
I hate to sound selfish (heh) but making this something that works cross-platform would be very much appreciated by the Linux, Irix, BSD, and OS X communities within Blender. 8)
I’m impressed by what I see, I just can’t get excited about something I can’t use.
What ‘it’ is is a dynamics engine that simulates gravity and rigid body collision outside of the game engine where it was previously only accessable…
As I understand, there are two parts:
A python Script, which presumably exports data to part 2…
A windows program that actually does the math?
I’m fuzzy on how this all works. Can you elaborate?
actually its a python script that accesses a windows DLL that is in the blender directory. its an expandable module that will work with any version of blender but the blender module script will have to be modified with versions other than 2.28a…
I hate to sound selfish (heh) but making this something that works cross-platform would be very much appreciated by the Linux, Irix, BSD, and OS X communities within Blender. 8)
I’m workign on finding ways to port this module over to other systems but the main problem is that i’m workign with onyl one other person who uses MacOS which means that it’ll become available to that community but without other OS users helpign me i have no way of testing it on other systems…
I’m impressed by what I see, I just can’t get excited about something I can’t use.
Well i’m glad to see that its impressing you even just a little bit.
well I am on OSX. Do you have a download file to play with ? I was testing out your first script in another post that only had gravity, and I asked you to create a demo file, but you never did, ( no hard feelings )
And Here it is in all its glory the ODE DLL and python script.
the script only works for one cube and one sphere like in the the demo file.
the plane in the demo file is for show only the ODE sets the floor at 0.0 Z which means all objects need to be higher than that in their boundbox/sphere