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	<title>Real-Time Physics Simulation Forum</title>
	
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	<updated>2013-06-20T15:28:44+00:00</updated>

	<author><name><![CDATA[Real-Time Physics Simulation Forum]]></name></author>
	<id>https://pybullet.org/Bullet/phpBB3/app.php/feed/topic/1500</id>

		<entry>
		<author><name><![CDATA[rraallvv]]></name></author>
		<updated>2013-06-20T15:28:44+00:00</updated>

		<published>2013-06-20T15:28:44+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=31084#p31084</id>
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		<title type="html"><![CDATA[Re: compound collisions shapes in blender?]]></title>

		
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<blockquote class="uncited"><div>Yes, in the Game Buttons, you can select the bounds type. For the parent, you can select 'compound'. Use a recent Blender version.<br><br>There are some demos that give an example how to use this. Please see the 'gears' simulation in official Blender physics regressions files.<br>Download it from <a href="http://download.blender.org/demo/test/physics-2.43-physics-testfiles-5.zip" class="postlink">http://download.blender.org/demo/test/p ... iles-5.zip</a><br><br>Thanks,<br>Erwin</div></blockquote>What do you mean by "Game Buttons"? is it properties view&gt;physics tab&gt;collision bound&gt;compound?<br><br>I'm using version 2.67<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=9097">rraallvv</a> — Thu Jun 20, 2013 3:28 pm</p><hr />
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		<entry>
		<author><name><![CDATA[neil.simpson05]]></name></author>
		<updated>2008-01-25T11:54:13+00:00</updated>

		<published>2008-01-25T11:54:13+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=7098#p7098</id>
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		<title type="html"><![CDATA[Re: compound collisions shapes in blender?]]></title>

		
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Hello Friends, <br><br>Hope you find this helpful  <img class="smilies" src="https://pybullet.org/Bullet/phpBB3/images/smilies/icon_smile.gif" width="15" height="15" alt=":)" title="Smile"> <br><br><a href="http://quick-help.net/Compound-Collision-Shapes-In-Blender" class="postlink">http://quick-help.net/Compound-Collisio ... In-Blender</a><p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2235">neil.simpson05</a> — Fri Jan 25, 2008 11:54 am</p><hr />
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		<entry>
		<author><name><![CDATA[PaloDeQueso]]></name></author>
		<updated>2007-09-21T16:21:55+00:00</updated>

		<published>2007-09-21T16:21:55+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=5510#p5510</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=5510#p5510"/>
		<title type="html"><![CDATA[Re: compound collisions shapes in blender?]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=5510#p5510"><![CDATA[
Ok, I was setting everything to be compound. But is it correct to say that you have to use multiple objects. I'm guessing the parent has to be an empty object that is compound, and all child objects are the different parts of the mesh with their own collision shapes? Also, I should mention I'm exporting to COLLADA 1.4 from blender and using that to convert to my own model format, but I just wanted to make sure the COLLADA exporter from blender does the compound physics shapes, even though I know the format supports it.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=1177">PaloDeQueso</a> — Fri Sep 21, 2007 4:21 pm</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[Erwin Coumans]]></name></author>
		<updated>2007-09-21T06:18:11+00:00</updated>

		<published>2007-09-21T06:18:11+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=5500#p5500</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=5500#p5500"/>
		<title type="html"><![CDATA[Re: compound collisions shapes in blender?]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=5500#p5500"><![CDATA[
Yes, in the Game Buttons, you can select the bounds type. For the parent, you can select 'compound'. Use a recent Blender version.<br><br>There are some demos that give an example how to use this. Please see the 'gears' simulation in official Blender physics regressions files.<br>Download it from <a href="http://download.blender.org/demo/test/physics-2.43-physics-testfiles-5.zip" class="postlink">http://download.blender.org/demo/test/p ... iles-5.zip</a><br><br>Thanks,<br>Erwin<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2">Erwin Coumans</a> — Fri Sep 21, 2007 6:18 am</p><hr />
]]></content>
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		<entry>
		<author><name><![CDATA[PaloDeQueso]]></name></author>
		<updated>2007-09-19T19:57:51+00:00</updated>

		<published>2007-09-19T19:57:51+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=5473#p5473</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=5473#p5473"/>
		<title type="html"><![CDATA[compound collisions shapes in blender?]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=5473#p5473"><![CDATA[
Is there a way to define the compound collision shapes in blender, aka muliple collision shapes per objects, say if you have a hammer, I would try to define that as a cylinder for the handle and a box for the head, but I can't seem to get anything but triangle meshes or a single collision shape in blender.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=1177">PaloDeQueso</a> — Wed Sep 19, 2007 7:57 pm</p><hr />
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