Search found 25 matches
- Thu Apr 16, 2009 9:10 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Minor bugs in conetwist and hinge constraints (obsolete)
- Replies: 3
- Views: 4804
Re: Minor bugs in conetwist and hinge constraints (obsolete)
I've created a google issue and attached a patch file: http://code.google.com/p/bullet/issues/detail?id=219. As for what's missing in the non-obsolete constraints: - btConeTwistConstraint: motor, soft limits, and damping are all missing. More generally, are soft limits supported by the new solver ar...
- Wed Apr 15, 2009 9:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Minor bugs in conetwist and hinge constraints (obsolete)
- Replies: 3
- Views: 4804
Minor bugs in conetwist and hinge constraints (obsolete)
Hi, I just updated to the most recent source (it had been a while) and noticed some minor bugs in the obsolete versions of btHingeConstraint and btConeTwistConstraint. Specifically: neither of them reset m_accMotorImpulse. (it accumulates the applied motor impulse per tick, used for impulse clipping...
- Tue Jan 27, 2009 10:23 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: ConeTwist Constraint: issues and improvements
- Replies: 3
- Views: 4390
Re: ConeTwist Constraint: issues and improvements
Hi Roman, I've submitted a patch file to the issue tracker: http://code.google.com/p/bullet/issues/detail?id=180 And thanks for the reference Marcus. I wish I had time to look into it, but time is super tight at the moment. (Barely enough to submit the patch!) So in the meantime, any comments on the...
- Wed Jan 21, 2009 3:36 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: ConeTwist Constraint: issues and improvements
- Replies: 3
- Views: 4390
ConeTwist Constraint: issues and improvements
Hi, I've been working on the ConeTwist constraint lately, and have some additions and fixes I'd like to submit. Additions: - I've added motorization. (only to the "obsolete" solver version so far.) - I've added damping. (ditto) - I've reworked the limit softness. (ditto) Fixes: - More accu...
- Tue Sep 23, 2008 9:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CF_KINEMATIC_OBJECT/zero mass API question
- Replies: 5
- Views: 6989
Re: CF_KINEMATIC_OBJECT/zero mass API question
Hi Erwin, Thanks for your response. Yes, it's just an API inconvenience. (At first I thought it was a "real" problem, but setting mass=0 solves it.) So I'll work around it. But I think that it would be an improvement (possibly for 3.x) to remove the zero-mass-dependency for kinematic bodie...
- Tue Sep 23, 2008 4:33 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CF_KINEMATIC_OBJECT/zero mass API question
- Replies: 5
- Views: 6989
Re: Several problems using Bullet
Hi Erwin, I have a few modifications to btRigidBody and CcdPhysicsDemo that can show what I'm referring to. But so as to not "waste" both our time, I'd like to check something with you first: Is the zero-mass requirement for kinematic bodies really necessary? This strikes me as odd API-wis...
- Tue Sep 23, 2008 3:34 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Natural Motion
- Replies: 9
- Views: 15453
Re: Natural Motion
Hmmmm.... that corebonetransform in the constructor looks fishy. (Based on the comment "the default transform of the bone according to cal3D".) What you want here is the transform to the constraint from the bone's origin (in the bone's space). However, the first thing I would check is what...
- Fri Sep 19, 2008 9:40 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Natural Motion
- Replies: 9
- Views: 15453
Re: Natural Motion
Hi Blairvoyant,
That did it, it's working on my machine now.
Cool demo!
As for what the problem is... it's hard to say just from the results. (Although, are you really representing individual fingers as bodies? If so, wow.)
Cheers,
Eddy
That did it, it's working on my machine now.
Cool demo!
As for what the problem is... it's hard to say just from the results. (Although, are you really representing individual fingers as bodies? If so, wow.)
Cheers,
Eddy
- Thu Sep 18, 2008 6:21 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Natural Motion
- Replies: 9
- Views: 15453
Re: Natural Motion
Hi Blairvoyant,
I tried downloading and running your app, but... "The application failed to initialize properly (0xc0150002)..."
Any ideas? Perhaps due to my glut version (3.7.6)?
Cheers,
Eddy
I tried downloading and running your app, but... "The application failed to initialize properly (0xc0150002)..."
Any ideas? Perhaps due to my glut version (3.7.6)?
Cheers,
Eddy
- Wed Sep 17, 2008 11:24 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CF_KINEMATIC_OBJECT/zero mass API question
- Replies: 5
- Views: 6989
Re: Several problems using Bullet
Let's concentrate on the 2nd issue. I have bodies that regularly switch back and forth between kinematic and dynamic, do I really need to change the mass around each time? Isn't that what the KINEMATIC/STATIC flags are for? As for repro, I'll put a simple one together, but if you look at any constra...
- Wed Sep 17, 2008 10:27 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: CF_KINEMATIC_OBJECT/zero mass API question
- Replies: 5
- Views: 6989
CF_KINEMATIC_OBJECT/zero mass API question
Hi, I've been having several issues lately regarding kinematic bodies. 1. Minor (continuation of this thread): The fact that setting a kinematic body's velocity doesn't work (ie. gets overriden by the motion state, even if we aren't using one) is rather unpleasant, since it means having two differen...
- Fri Jun 06, 2008 3:19 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: btHingeConstraint::enableAngularMotor doubt
- Replies: 7
- Views: 11170
Re: btHingeConstraint::enableAngularMotor doubt
There's an example of how to set a target angle in MotorDemo.cpp. See enableAngularMotor(...) and the code just above it.
(Though I agree it would be nice to provide this as a service in the constraint class.)
Cheers,
Eddy
(Though I agree it would be nice to provide this as a service in the constraint class.)
Cheers,
Eddy
- Tue May 06, 2008 9:15 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Question about MotorDemo !
- Replies: 10
- Views: 8337
Re: Question about MotorDemo !
Hi Youne, I wrote the MotorDemo, but didn't create the hinge constraint (nor the enableAngularMotor method in it). My impression is that the motor tries to achieve the passed velocity, given its settings for max impulse (muscle strength in the demo). Obviously, if the impulse required exceeds the li...
- Wed Apr 16, 2008 6:16 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Kinematic-Kinematic Collision
- Replies: 6
- Views: 5243
Re: Kinematic-Kinematic Collision
While we're on the subject of kinematic bodies, anyone know what the recommended/safe way is to switch a body between dynamic and kinematic/static mode?
Thanks,
Eddy
Thanks,
Eddy
- Tue Apr 15, 2008 8:13 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: Bullet Maya physics plugin based on Nima, feedback wanted
- Replies: 6
- Views: 12832
Re: Bullet Maya physics plugin based on Nima, feedback wanted
I'm still interested in this as well.
Cheers,
Eddy
PS. Bruce, for more info (and links to source), check this topic: http://www.bulletphysics.com/Bullet/php ... hilit=nima
Cheers,
Eddy
PS. Bruce, for more info (and links to source), check this topic: http://www.bulletphysics.com/Bullet/php ... hilit=nima