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From: Thomas de Groot
Subject: Re: Piles of things (with Bullet Physics Playground)
Date: 18 Sep 2012 04:23:44
Message: <50582f90@news.povray.org>
On 18-9-2012 9:19, Thomas de Groot wrote:
>
> I want to do the same with only collision objects and see what happens
> but I believe that there is a serious constrain on Poser Physics... :-(
>

It seems to be as I thought. Simulating with only collision objects 
works well. This means that mesh objects need to be as close in shape to 
the collision objects as possible.

Thomas


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From: Robert McGregor
Subject: Re: Piles of things (with Bullet Physics Playground)
Date: 18 Sep 2012 08:00:01
Message: <web.505862222fe15fc5f7aa22b40@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> It seems to be as I thought. Simulating with only collision objects
> works well. This means that mesh objects need to be as close in shape to
> the collision objects as possible.

Maybe you could use combined collision shapes like Sam did with the nails? After
seeing that little trick I dug into Bullet a bit more and found how to do it
directly. While I was poking around I also found that the ragdoll is really just
a simple collection of capsules and joint constraints:

class RagDoll
{
   enum
   {
      BODYPART_PELVIS = 0,
      BODYPART_SPINE,
      BODYPART_HEAD,

      BODYPART_LEFT_UPPER_LEG,
      BODYPART_LEFT_LOWER_LEG,

      BODYPART_RIGHT_UPPER_LEG,
      BODYPART_RIGHT_LOWER_LEG,

      BODYPART_LEFT_UPPER_ARM,
      BODYPART_LEFT_LOWER_ARM,

      BODYPART_RIGHT_UPPER_ARM,
      BODYPART_RIGHT_LOWER_ARM,

      BODYPART_COUNT
   };

   enum
   {
      JOINT_PELVIS_SPINE = 0,
      JOINT_SPINE_HEAD,

      JOINT_LEFT_HIP,
      JOINT_LEFT_KNEE,

      JOINT_RIGHT_HIP,
      JOINT_RIGHT_KNEE,

      JOINT_LEFT_SHOULDER,
      JOINT_LEFT_ELBOW,

      JOINT_RIGHT_SHOULDER,
      JOINT_RIGHT_ELBOW,

      JOINT_COUNT
   };

   ...
   ...

   m_shapes[BODYPART_PELVIS] = new btCapsuleShape(
      btScalar(0.15), btScalar(0.20));
   m_shapes[BODYPART_SPINE] = new btCapsuleShape(
      btScalar(0.15), btScalar(0.28));
   m_shapes[BODYPART_HEAD] = new btCapsuleShape(
      btScalar(0.10), btScalar(0.05));
   m_shapes[BODYPART_LEFT_UPPER_LEG] = new btCapsuleShape(
      btScalar(0.07), btScalar(0.45));
   m_shapes[BODYPART_LEFT_LOWER_LEG] = new btCapsuleShape(
      btScalar(0.05), btScalar(0.37));
   m_shapes[BODYPART_RIGHT_UPPER_LEG] = new btCapsuleShape(
      btScalar(0.07), btScalar(0.45));
   m_shapes[BODYPART_RIGHT_LOWER_LEG] = new btCapsuleShape(
      btScalar(0.05), btScalar(0.37));
   m_shapes[BODYPART_LEFT_UPPER_ARM] = new btCapsuleShape(
      btScalar(0.05), btScalar(0.33));
   m_shapes[BODYPART_LEFT_LOWER_ARM] = new btCapsuleShape(
      btScalar(0.04), btScalar(0.25));
   m_shapes[BODYPART_RIGHT_UPPER_ARM] = new btCapsuleShape(
      btScalar(0.05), btScalar(0.33));
   m_shapes[BODYPART_RIGHT_LOWER_ARM] = new btCapsuleShape(
      btScalar(0.04), btScalar(0.25));

   ...
   ...
}

Another thought, maybe try making the collision shapes smaller for the floating
meshes?

-------------------------------------------------
www.McGregorFineArt.com


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From: Thomas de Groot
Subject: Re: Piles of things (with Bullet Physics Playground)
Date: 18 Sep 2012 10:38:21
Message: <5058875d$1@news.povray.org>
On 18-9-2012 13:59, Robert McGregor wrote:
> Maybe you could use combined collision shapes like Sam did with the nails? After
> seeing that little trick I dug into Bullet a bit more and found how to do it
> directly. While I was poking around I also found that the ragdoll is really just
> a simple collection of capsules and joint constraints:
>
> Another thought, maybe try making the collision shapes smaller for the floating
> meshes?
>

The problem is that in Poser Physics you have no control on these. You 
can set one of the pre-defined collision objects to (e.g.) a mesh, but 
you have no control over those collision objects. This seems to be a 
serious limitation on the Poser Physics plugin for Poser.

Thomas


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From: Stephen
Subject: Re: Piles of things (with Bullet Physics Playground)
Date: 18 Sep 2012 15:30:05
Message: <5058cbbd$1@news.povray.org>
On 18/09/2012 8:19 AM, Thomas de Groot wrote:
> I want to do the same with only collision objects and see what happens
> but I believe that there is a serious constrain on Poser Physics... :-(

Too true. I believe that it is unsupported now.

-- 
Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Piles of things (with Bullet Physics Playground)
Date: 19 Sep 2012 02:44:42
Message: <505969da@news.povray.org>
On 18-9-2012 21:30, Stephen wrote:
> On 18/09/2012 8:19 AM, Thomas de Groot wrote:
>> I want to do the same with only collision objects and see what happens
>> but I believe that there is a serious constrain on Poser Physics... :-(
>
> Too true. I believe that it is unsupported now.
>

However, there is a Poser Physics 2012, for Poser Pro 2012.

Thomas


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From: Stephen
Subject: Re: Piles of things (with Bullet Physics Playground)
Date: 19 Sep 2012 14:21:59
Message: <505a0d47@news.povray.org>
On 19/09/2012 7:44 AM, Thomas de Groot wrote:
> On 18-9-2012 21:30, Stephen wrote:
>> On 18/09/2012 8:19 AM, Thomas de Groot wrote:
>>> I want to do the same with only collision objects and see what happens
>>> but I believe that there is a serious constrain on Poser Physics... :-(
>>
>> Too true. I believe that it is unsupported now.
>>
>
> However, there is a Poser Physics 2012, for Poser Pro 2012.
>
I don't think it is worth upgrading from Pro 2010 just for that, do you.

I do intend to get to grips with the latest version of Blender though.

Sometime


-- 
Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Piles of things (with Bullet Physics Playground)
Date: 20 Sep 2012 03:51:56
Message: <505acb1c$1@news.povray.org>
On 19-9-2012 20:21, Stephen wrote:
>> However, there is a Poser Physics 2012, for Poser Pro 2012.
>>
> I don't think it is worth upgrading from Pro 2010 just for that, do you.

No, I don't think so. I shall upgrade to Poser Pro one day however.

>
> I do intend to get to grips with the latest version of Blender though.

Me too...

>
> Sometime

slowly... ;-)

Thomas


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From: Stephen
Subject: Re: Piles of things (with Bullet Physics Playground)
Date: 20 Sep 2012 11:20:01
Message: <web.505b33322fe15fc5f2eb76540@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 19-9-2012 20:21, Stephen wrote:
> >> However, there is a Poser Physics 2012, for Poser Pro 2012.
> >>
> > I don't think it is worth upgrading from Pro 2010 just for that, do you.
>
> No, I don't think so. I shall upgrade to Poser Pro one day however.
>

I find that Poser Pro is much faster than Poser 8 (I think that it is 8 I have).
It is faster to load and close and the cloth room simulations are faster too.

> >
> > I do intend to get to grips with the latest version of Blender though.
>
> Me too...
>
> >
> > Sometime
>
> slowly... ;-)
>

I have a project that I would like to start in Blender as well. A 1908 MB

So I might try a still life to try and improve my textures.


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From: Thomas de Groot
Subject: Re: Piles of things (with Bullet Physics Playground)
Date: 21 Sep 2012 03:20:03
Message: <505c1523$1@news.povray.org>
On 20-9-2012 17:16, Stephen wrote:
> I find that Poser Pro is much faster than Poser 8 (I think that it is 8 I have).
> It is faster to load and close and the cloth room simulations are faster too.

Yes, it takes advantage of multiple cores, doesn't it? As soon as there 
is an interesting offer to upgrade I shall probably make the move.

> I have a project that I would like to start in Blender as well. A 1908 MB

> So I might try a still life to try and improve my textures.

Textures are fun to work on. I learned a lot when I used Moray on a 
daily basis. And there are all those macros provided by friendly povers.

Thomas


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From: Jaime Vives Piqueres
Subject: Re: Piles of things (with Bullet Physics Playground)
Date: 27 Sep 2012 17:35:22
Message: <5064c69a$1@news.povray.org>
On 16/09/12 21:21, Samuel Benge wrote:
> It makes for some fantastic explosions, though ;)

   Thanks for the idea! I used it to do some primitive fireworks, adding
random vertical velocities too:

   http://www.youtube.com/watch?v=t0ys3EBgROs

--
Jaime


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