Search found 43 matches

by BluePrintRandom
Sat Oct 29, 2016 12:53 am
Forum: General Bullet Physics Support and Feedback
Topic: Compound Physics Armatures
Replies: 1
Views: 903

Re: Compound Physics Armatures

https://www.youtube.com/watch?v=ydnqXhktudk here is a update -turned physics vizulisations on in this one
*force applications are done with raycasts at the moment - the child shapes moving produce no thrust* as they 'teleport' each frame
by BluePrintRandom
Fri Oct 28, 2016 8:12 pm
Forum: General Bullet Physics Support and Feedback
Topic: Compound Physics Armatures
Replies: 1
Views: 903

Compound Physics Armatures

So I have found an easy way to get an accurate physics shape for actors in blender I have a compound root object - the armature to be animated parents to this, each bone that is to have physics has a 'bone tag' parented to it, and a child shape that approximates the shape of the bone every frame I r...
by BluePrintRandom
Mon Jun 20, 2016 8:40 pm
Forum: General Bullet Physics Support and Feedback
Topic: change cap of friction per material in blender game?
Replies: 3
Views: 1408

Re: change cap of friction per material in blender game?

the sim is set for 100 material in both the feet, and the ground plane,

however during the 'power stroke' I still end up with slipping.

I will check my base walk animation then get back to you *(maybe he is lifting his feet to the end of the walk stroke?)
by BluePrintRandom
Fri Jun 17, 2016 8:38 am
Forum: General Bullet Physics Support and Feedback
Topic: change cap of friction per material in blender game?
Replies: 3
Views: 1408

change cap of friction per material in blender game?

currently material friction is capped at 100 in blender game engine


I need more :P

https://www.youtube.com/watch?v=IUAGqXMivd4
by BluePrintRandom
Fri Apr 29, 2016 6:55 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Explosion simulation for use in rendering (blender and BGE)
Replies: 2
Views: 5629

Re: Explosion simulation for use in rendering (blender and B

Thanks! I used rays and vetor.reflect(surfaceNormal) and at each bounce I cut the force in half :D
by BluePrintRandom
Mon Mar 21, 2016 8:50 pm
Forum: General Bullet Physics Support and Feedback
Topic: collision.hitImpulse all objects in collision.hitObjectList
Replies: 0
Views: 2456

collision.hitImpulse all objects in collision.hitObjectList

Can someone help add a system to blender game engine, so that each collided impulse is saved from all actors (per physics frame?) like for impact in collision.hitObjectImpulses: if impact.magnitude>2: actor.health-=impact.magnitude right now it's impossible to do damage using physics directly, and i...
by BluePrintRandom
Tue Sep 08, 2015 6:07 pm
Forum: General Bullet Physics Support and Feedback
Topic: Building articulated character with btMultiBody
Replies: 8
Views: 2235

Re: Building articulated character with btMultiBody

I have a working, walking ragdoll,

I use 6dof joints , and I set the angle using a angular velocity (target+current)/2
by BluePrintRandom
Tue Sep 08, 2015 7:03 am
Forum: General Bullet Physics Support and Feedback
Topic: Blender game needs triangle mesh to many convex hull convert
Replies: 1
Views: 862

Blender game needs triangle mesh to many convex hull convert

how can I

1. Generate many convex hulls from a triangle mesh using blender BPY. for later use in game engine,

2. build a compound object out of these shapes before frame 0? (bge api)

http://blenderartists.org/forum/showthr ... ost2933353
by BluePrintRandom
Fri Aug 28, 2015 8:46 am
Forum: Applications, Games, Demos or Movies using Bullet
Topic: fulltime rigdoll
Replies: 11
Views: 11231

Re: fulltime rigdoll

https://www.youtube.com/watch?v=XXwBaOI ... e=youtu.be

went back to the drawing board and got some nice results
by BluePrintRandom
Sat Jun 27, 2015 10:21 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Influence of Kinematic Object
Replies: 1
Views: 3617

Re: Influence of Kinematic Object

I would use torque or linV

Diff = object.worldOrientation-target.worldOrientation

own.worldAngularVelocity = Diff*multiplier

own.worldAngularVelocity*=.5
by BluePrintRandom
Sun May 24, 2015 9:05 pm
Forum: General Bullet Physics Support and Feedback
Topic: Blender Game to Bullet Exporter?
Replies: 0
Views: 1713

Blender Game to Bullet Exporter?

Does anyone here know enough, and want to make it so you can build bullet projects in blender game, and then publish by exporting data to a bullet standalone + graphics wrapper? basically 'Publish to bullet' for bge games? you would have to duplicate a lot of the api in a 'external' game engine buil...
by BluePrintRandom
Thu May 14, 2015 2:50 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: Ray Rider - Faked Physics + Car Physics
Replies: 0
Views: 4053

Ray Rider - Faked Physics + Car Physics

http://www.pasteall.org/blend/36055

here is a vehicle simulation I made to overcome blender game engines problems with CCD / triangle mesh,

it's not perfect and I could use all the criticism I can get

Written in blender 2.74
by BluePrintRandom
Wed May 13, 2015 11:32 pm
Forum: Release Announcements
Topic: Bullet 2.83 released on github: Example Browser, URDF
Replies: 8
Views: 54216

Re: Bullet 2.83 released on github

Nice!

I wish the Devs @ blender would get this into the game engine.
by BluePrintRandom
Sat May 09, 2015 5:48 pm
Forum: Applications, Games, Demos or Movies using Bullet
Topic: fulltime rigdoll
Replies: 11
Views: 11231

Re: fulltime rigdoll

https://www.youtube.com/watch?v=R9RtqvHvs6A

now, the faster the torso LinV.z (local forward) is, the faster I play the sprint animation up to 2x

:D