1) Integrated Liero's script to copy settings from one object to a bunch of selected objects
2) Split Rigidbody settings in toolbar into a separate panel
3) Scaling of objects should now be taken into account
Because Bullet ignores scaling on the actual objects, the scaling needs to be applied to the collision shapes before simulation, and reapplied to the matrices obtained afterwards. There may still be some bugs here, but so far it seems to work OK.
4) Collisions shapes use triangle meshes by default now
This works better to allow complex convex shapes get used as collision targets (i.e. Suzanne falling onto rugged mountainous terrain). However, in tests so far, this has been found to cause a few troubles for flat ground-planes getting missed by targets falling down. Perhaps there's actually just a little bug here. Otherwise, it's over to the community which one would be nicer to have.
I have been wondering about this. Thanks!ReplyDelete
Thanks for all your efforts Aligorith. I uploaded new builds to graphicall for testers.ReplyDelete
Would Bullet integration mean that we can bake the simulation like other physical simulations (clothe, water, particles..), without the hassle of going through the game engine??ReplyDelete
Wow I love you Aligorith... This is an amazingly important feature for those who do simulations. Just out of curiosity how long do you think it will be before this gets into trunk. Before Mango? During Mango? After Mango? In any case it was a surprise to know you have been doing all of this hard work. Much respect.ReplyDelete
Thank you for the awesome work you're doing.ReplyDelete
I've been checking out the latest build and unless I'm missing it somewhere I'd like to suggest a way to change the simulation speed and to cache it as with the cloth sim.
In the game engine we could change the frame rate to get a more realistic simulation. I tried this to see if there was any connection but it didn't change anything.
These are not complaints. I'm very grateful for everything you've done.