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Thomas de Groot <tho### [at] degrootorg> wrote:
> It is understandable as one does not want to have overlapping objects,
> but the force moving them apart seems too strong to me, and cannot be
> controlled by hand unfortunately.
>
It makes for some fantastic explosions, though ;)
> With random objects, the difficulty is to have them as close in shape as
> possible to the basic collision objects. That puts some constrains upon
> the modelling...
>
There are many cases in which mesh/collision-shape inconsistencies aren't too
noticeable, if the objects are grouped together somehow.
For example, the attached is a test using compound collision objects in Blender.
A cylinder (head) and cone (tip) were parented to a cylindrical shaft. Each was
given a collision bounding method to automatically match its respective
geometry.
To makes things easier on myself (and also due to upgrading to the new version)
I wrote an addon for Blender which directly exports transformations of all
selected objects to an .inc file, so it's now possible to go straight from
Blender to POV-Ray. It seems like the simplest way to accomplish things,
especially considering all the nice tools that are available in Blender.
Sam
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