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	<title>Real-Time Physics Simulation Forum</title>
	
	<link href="https://pybullet.org/Bullet/phpBB3/index.php" />
	<updated>2015-05-28T19:37:44+00:00</updated>

	<author><name><![CDATA[Real-Time Physics Simulation Forum]]></name></author>
	<id>https://pybullet.org/Bullet/phpBB3/app.php/feed/topic/8995</id>

		<entry>
		<author><name><![CDATA[RBD]]></name></author>
		<updated>2015-05-28T19:37:44+00:00</updated>

		<published>2015-05-28T19:37:44+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35637#p35637</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35637#p35637"/>
		<title type="html"><![CDATA[Re: Bullet Physics Collision Margins and Shapes]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=35637#p35637"><![CDATA[
<strong class="text-strong">Convex Hull Margin</strong> Blender add-on updated for the latest Blender version (2.74) and attached here (for now).<br><br>This Blender add-on allows users to create an approximate convex hull mesh from any Blender object with an optional margin value used to shrink or expand the convex hull.<br>- Use a margin of 0 to get an approximate convex hull<br>- Use a negative margin to generate an approximate convex hull of the object less this collision margin: this convex hull can be used with the specified collision margin as a proxy for physics of the object.<br>- Use a positive margin to generate an approximate convex hull of the object plus a collision margin: this convex hull is an approximate visual representation the object plus a collision margin.<dl class="file"><dt><span class="imageset icon_topic_attach"></span> <a class="postlink" href="https://pybullet.org/Bullet/phpBB3/download/file.php?id=1323">object_convex_hull_margin_v0_2.zip</a></dt></dl><p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2743">RBD</a> — Thu May 28, 2015 7:37 pm</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[RBD]]></name></author>
		<updated>2014-09-11T09:29:45+00:00</updated>

		<published>2014-09-11T09:29:45+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=33999#p33999</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=33999#p33999"/>
		<title type="html"><![CDATA[Re: Bullet Physics Collision Margins and Shapes]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=33999#p33999"><![CDATA[
<strong class="text-strong"><em class="text-italics">Convex Hull Margin</em></strong> Blender add-on posted on Blender Artists forum in this thread: <a href="http://blenderartists.org/forum/showthread.php?348741" class="postlink">Round Cube: real Quadsphere, Capsule, Rounded Cuboid, 3D Grid + <strong class="text-strong">Convex Hull Margin</strong></a><p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2743">RBD</a> — Thu Sep 11, 2014 9:29 am</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[RBD]]></name></author>
		<updated>2013-07-04T14:20:28+00:00</updated>

		<published>2013-07-04T14:20:28+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=31234#p31234</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=31234#p31234"/>
		<title type="html"><![CDATA[Re: Bullet Physics Collision Margins and Shapes]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=31234#p31234"><![CDATA[
I've received some inquiries about how I produced the extruded collision margin meshes for this video.  So I'm posting some example code to produce these here.<br><br>The function I'm providing takes mesh vertices as input and will generate a convex hull mesh extruded by the specified collision margin (with specified margin curve resolution).<br>You can supply any convex hull vertices to this function, and just like in the video: if you supply one vertex you will get a sphere, if you supply two vertices you will get a capsule, etc..<br>For a cone primitive, of course, you would supply a circle of vertices at the base and one vertex at the tip; two circles for a cylinder, etc..<br>If you want a single compound non-convex mesh, you'll need to resort to your favourite CSG mesh tool to create a union of these.<br><br>See convexMarginMesh.h for instructions.<dl class="file"><dt><span class="imageset icon_topic_attach"></span> <a class="postlink" href="https://pybullet.org/Bullet/phpBB3/download/file.php?id=1090">convexMarginMesh.zip</a></dt></dl><p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2743">RBD</a> — Thu Jul 04, 2013 2:20 pm</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[Flix]]></name></author>
		<updated>2013-04-11T09:38:49+00:00</updated>

		<published>2013-04-11T09:38:49+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30472#p30472</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30472#p30472"/>
		<title type="html"><![CDATA[Re: Bullet Physics Collision Margins and Shapes]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30472#p30472"><![CDATA[
<blockquote class="uncited"><div><img class="smilies" src="https://pybullet.org/Bullet/phpBB3/images/smilies/icon_razz.gif" width="15" height="15" alt=":P" title="Razz"> I guess I could do that at some point in the future... (with spring here, this indoor hobby will probably take a back seat. <img class="smilies" src="https://pybullet.org/Bullet/phpBB3/images/smilies/icon_smile.gif" width="15" height="15" alt=":)" title="Smile"> )</div></blockquote> <img class="smilies" src="https://pybullet.org/Bullet/phpBB3/images/smilies/icon_lol.gif" width="15" height="15" alt=":lol:" title="Laughing"> (computer activity in the open air might help, but it's definitely not the ideal outdoor hobby one can have <img class="smilies" src="https://pybullet.org/Bullet/phpBB3/images/smilies/icon_smile.gif" width="15" height="15" alt=":)" title="Smile"> ).<br><br>I agree with you about the rest of your post (I was simply making some general considerations in my previous post, I was obviously not expecting anything by your side: you're already doing a lot  <img class="smilies" src="https://pybullet.org/Bullet/phpBB3/images/smilies/icon_biggrin.gif" width="15" height="15" alt=":D" title="Very Happy">).<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2180">Flix</a> — Thu Apr 11, 2013 9:38 am</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[RBD]]></name></author>
		<updated>2013-04-09T20:28:37+00:00</updated>

		<published>2013-04-09T20:28:37+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30460#p30460</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30460#p30460"/>
		<title type="html"><![CDATA[Re: Bullet Physics Collision Margins and Shapes]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30460#p30460"><![CDATA[
<blockquote class="uncited"><div>And I hope that in the future they will add some way (or some addon) to create meshes that match the Bullet collision shapes (with arbitrary margins) automatically too.</div></blockquote> <img class="smilies" src="https://pybullet.org/Bullet/phpBB3/images/smilies/icon_razz.gif" width="15" height="15" alt=":P" title="Razz"> I guess I could do that at some point in the future... <em class="text-italics">(with spring here, this indoor hobby will probably take a back seat.  <img class="smilies" src="https://pybullet.org/Bullet/phpBB3/images/smilies/icon_smile.gif" width="15" height="15" alt=":)" title="Smile"> )</em><br><br>But yes, just needs a few more exposed tools...  e.g.: Blender already has a convex hull mesh operator, and it actually calls Bullet's btConvexHullComputer, but unfortunately the margin shrink parameter was simply ignored.  All that's needed is a simple call to Ole's btConvexHullComputer possibly followed by Erwin's GrahamScanConvexHull2D to consolidate left over co-planar faces (for Bmesh); these little things would be fairly straightforward to implement, but it still takes time and effort; I'll leave it to people making an income related to this to work it out.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2743">RBD</a> — Tue Apr 09, 2013 8:28 pm</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[Flix]]></name></author>
		<updated>2013-04-09T10:30:24+00:00</updated>

		<published>2013-04-09T10:30:24+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30452#p30452</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30452#p30452"/>
		<title type="html"><![CDATA[Re: Bullet Physics Collision Margins and Shapes]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30452#p30452"><![CDATA[
Intersesting...<br><br>I hope Blender developers will add that shape in the future (even if they should probably find some spot to add the "radii" of the vertices).<br><br>And I hope that in the future they will add some way (or some addon) to create meshes that match the Bullet collision shapes (with arbitrary margins) automatically too.<br><br>Blender seems to be a great tool for Bullet users.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2180">Flix</a> — Tue Apr 09, 2013 10:30 am</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[RBD]]></name></author>
		<updated>2013-04-08T11:40:41+00:00</updated>

		<published>2013-04-08T11:40:41+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30444#p30444</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30444#p30444"/>
		<title type="html"><![CDATA[Re: Bullet Physics Collision Margins and Shapes]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30444#p30444"><![CDATA[
Thank you Flix.<br><br>Yes btMultiSphereShape does indeed seem to have a lot of potential uses (not exposed in Blender at this time).<br><br>I've had this feeling there might be a way to exploit (compound) btMultiSphereShape to do automated convex decomposition of high resolution subdivision surface / rounded / bevelled objects using a sphere packing algorithm (only using the outer spheres of convex spaces).  Haven't tried attacking this problem.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2743">RBD</a> — Mon Apr 08, 2013 11:40 am</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[Flix]]></name></author>
		<updated>2013-04-08T10:54:16+00:00</updated>

		<published>2013-04-08T10:54:16+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30442#p30442</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30442#p30442"/>
		<title type="html"><![CDATA[Re: Bullet Physics Collision Margins and Shapes]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30442#p30442"><![CDATA[
Really amazing video  <img class="smilies" src="https://pybullet.org/Bullet/phpBB3/images/smilies/icon_biggrin.gif" width="15" height="15" alt=":D" title="Very Happy"> <br>Thanks for sharing it  <img class="smilies" src="https://pybullet.org/Bullet/phpBB3/images/smilies/icon_biggrin.gif" width="15" height="15" alt=":D" title="Very Happy"> <br><br>I'm not an expert Blender user at all, and it took me a while to understand that the .blend file works (and with runtime rendering!) on a plain Blender 2.66 version (and the performance is not at all bad even of my old graphic card!).<br><br>About the topic: it is really interesting (and it's impressive how quickly you can create meshes that match each Bullet collision shapes with arbitrary margin...).<br><br>I remember that by using the btMultiSphereShape, some time ago I was able to produce similiar results (I don't know if this shape is available in Blender, but it's basically a convex hull shape with a radius associated to each vertex: it's an underestimated collision shape IMO, but it's very powerful and can be further scaled in each direction).<br><br>However many things like rounded cylinders, cones and compund shapes can't be built using a btMultiSphereShape and the "collision margin tuning technique" you propose is extremely interesting indeed  <img class="smilies" src="https://pybullet.org/Bullet/phpBB3/images/smilies/icon_smile.gif" width="15" height="15" alt=":)" title="Smile"> .<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2180">Flix</a> — Mon Apr 08, 2013 10:54 am</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[RBD]]></name></author>
		<updated>2013-07-04T14:28:13+00:00</updated>

		<published>2013-04-04T03:36:58+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30415#p30415</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30415#p30415"/>
		<title type="html"><![CDATA[Bullet Physics Collision Margins and Shapes]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=30415#p30415"><![CDATA[
A different way to look at collision margins and understanding collision shapes, <em class="text-italics"><strong class="text-strong">for everyone using Bullet physics engine (in any form on any platform)</strong></em>...<br>Hopefully this is also a useful tutorial and visual explanation of Bullet's collision margins.  I also cover compound rigid bodies in this video and consider ways to really exploit collision margins.<br><br><span style="font-size:150%;line-height:116%">YouTube: <a href="http://www.youtube.com/watch?v=BGAwRKPlpCw&amp;hd=1" class="postlink">Bullet Physics Collision Margins and Shapes</a></span><br><br><strong class="text-strong">UPDATE</strong>: I've posted <a href="http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=17&amp;t=8995#p31234" class="postlink">some code below</a> that contains a utility function to generate convex hull meshes extruded by a specified collision margin (and specified margin curve resolution).<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2743">RBD</a> — Thu Apr 04, 2013 3:36 am</p><hr />
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