There is a windows testbuild for bullet physics in Blender 2.38
http://www.continuousphysics.com/ftp/pu ... 60ebc628a8
deactivation should work better now, timing etc. tweakable in python
new weekly testbuild, 4 augustus 2005
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new weekly testbuild, 4 augustus 2005
Last edited by Erwin Coumans on Thu Aug 04, 2005 7:36 pm, edited 2 times in total.
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Looks very nice! Things locking seems a lot better to me than jittering forever. Right now though it seems things are locking in place a little too much. Especially in concave.blend, the falling cone seems to end up in an awkward position, of course you probably already know this 
The hinge is a nice feature too!

The hinge is a nice feature too!
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deactivation /sleeping treshold
Hi Saluk!
thanks for the feedback. It would be good to add a 'sleeping treshold' in Blender, because this value needs to be tweaked indeed.
Also, did you notice the rendering of the concave mesh is wrong ?
Is there a way in blender to triangulate all the quads ?
non-planar quads are not triangulated properly in the gameengine, must have been introduced in the last few years that I was away
thanks for the feedback. It would be good to add a 'sleeping treshold' in Blender, because this value needs to be tweaked indeed.
Also, did you notice the rendering of the concave mesh is wrong ?
Is there a way in blender to triangulate all the quads ?
non-planar quads are not triangulated properly in the gameengine, must have been introduced in the last few years that I was away

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Re: deactivation /sleeping treshold
to convert quads to trisecoumans wrote: Is there a way in blender to triangulate all the quads ?
non-planar quads are not triangulated properly in the gameengine, must have been introduced in the last few years that I was away
select the object and enter edit mode
select the faces you want triangulated
mesh-->faces-->convert quads to triangles (from the 3d view header menu)[/b]
I find it helpful to convert all my models to triangles when exporting to any game engines. That way the artist has complete control over which way quads are converted to tris.
cheers
I agree, there's a little bit of time that I would leave objects to jitter around in before freezing.
Second, I really like the logo.
Third, Thanks. This is going to make my physics-based game become a reality, and I promise I'll put your name in the credits.
Fourth, keep up the awesome work. If this gem makes it into 2.4, there will be a lot to be excited about for that release date. I'm psyched up to have a party already XD
Fifth! (lots, i know) I'll provide massive amounts of moral support until this project is completed, and awesome.
Sixth!! I trust that the pivot/constraint system will be managed by you. I never could figure out pivots in 3dsmax + havok, but they seemed very easy to me in Maya. That's likely only an issue of GUI, but I'd like to make it clear that I'd love to see as many available options for constraints as possible mostly because Sumo lacked support for constraints all together. That made the construction of a car, for example, impossible.. That's all! Thanks again.
Second, I really like the logo.
Third, Thanks. This is going to make my physics-based game become a reality, and I promise I'll put your name in the credits.
Fourth, keep up the awesome work. If this gem makes it into 2.4, there will be a lot to be excited about for that release date. I'm psyched up to have a party already XD
Fifth! (lots, i know) I'll provide massive amounts of moral support until this project is completed, and awesome.
Sixth!! I trust that the pivot/constraint system will be managed by you. I never could figure out pivots in 3dsmax + havok, but they seemed very easy to me in Maya. That's likely only an issue of GUI, but I'd like to make it clear that I'd love to see as many available options for constraints as possible mostly because Sumo lacked support for constraints all together. That made the construction of a car, for example, impossible.. That's all! Thanks again.