Here a few details on the hybrid system: http://physxinfo.com/wiki/APEX_Clothing
Quite more details in the Apex documentation
Search found 52 matches
- Fri Apr 18, 2014 12:45 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: softbody for clothing simulation
- Replies: 1
- Views: 4163
- Fri Apr 18, 2014 12:44 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: softbody for clothing simulation
- Replies: 1
- Views: 4163
softbody for clothing simulation
Hello, I tried to use softBody simulation of Bullet to make clothing simulation but I'm quite unhappy with the results: it works (somehow) for simple cloth simulation like a cape, but it does not gives any good result for something more complex like a full dress with collisions on legs with a walkin...
- Fri Feb 21, 2014 9:15 am
- Forum: General Bullet Physics Support and Feedback
- Topic: using soft body for clothing simulation
- Replies: 4
- Views: 8178
Re: using soft body for clothing simulation
Well, Dynamica/Maya also integrates bullet softbodies, but I didn't found any nice clothing simulation for any of them...
Any link to some video would be appreciated
Any link to some video would be appreciated
- Fri Feb 21, 2014 8:46 am
- Forum: General Bullet Physics Support and Feedback
- Topic: using soft body for clothing simulation
- Replies: 4
- Views: 8178
Re: using soft body for clothing simulation
Thx for your answer ;) Like you, I tend to have better results with bigger margin... but it's still not precise/stable enough, and it's not really satisfying neither.... I ran into some videos from Modo, which seems to be using bullet, so I also tried using A LOT of clusters, low damping... Well, lo...
- Mon Feb 17, 2014 9:44 am
- Forum: General Bullet Physics Support and Feedback
- Topic: using soft body for clothing simulation
- Replies: 4
- Views: 8178
using soft body for clothing simulation
Hi everyone, I'm trying to use bullet soft bodies to simulate cloth in our software. The problem is that even if I manage to make 'simple' usage like these shown in the bullet samples, I never manage to get a stable simulation with more complex usages. To make it simple, my test is to simulate a ski...
- Mon Aug 20, 2012 7:34 am
- Forum: General Bullet Physics Support and Feedback
- Topic: LinearJoint, HOW, please HELP?
- Replies: 5
- Views: 10480
Re: LinearJoint, HOW, please HELP?
There is one, it's the wiki
http://bulletphysics.org/mediawiki-1.5.8
http://bulletphysics.org/mediawiki-1.5.8
- Thu Aug 09, 2012 3:48 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Multithreaded bullet + moving a ghostobject = WTF
- Replies: 4
- Views: 6423
Re: Multithreaded bullet + moving a ghostobject = WTF
What is your platform ?
In my own experience, Bullet multithread does not seems to work properly on windows 64bit platforms...
In my own experience, Bullet multithread does not seems to work properly on windows 64bit platforms...
- Thu Aug 09, 2012 3:34 pm
- Forum: Applications, Games, Demos or Movies using Bullet
- Topic: Golaem Crowd for Maya, using Bullet physics ragdolls
- Replies: 0
- Views: 7812
Golaem Crowd for Maya, using Bullet physics ragdolls
Hello everybody, Here is a brief overview of what I made at Golaem with the Bullet Physics SDK: http://www.golaem.com/sites/default/files/images/screenshots/PhysicsEngine.jpg A video showing it in action can be seen here: http://youtu.be/fKo-AsAvySk In short, the soft is a crowd simulation software ...
- Fri May 25, 2012 9:34 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Non-SPU multithreaded collision detection
- Replies: 4
- Views: 5933
Re: Non-SPU multithreaded collision detection
Got exactly the same needs, but not enough time to work on it for now...
Would be happy to hear about if you find something interesting
Would be happy to hear about if you find something interesting
- Wed May 23, 2012 3:30 pm
- Forum: Release Announcements
- Topic: Bullet 2.80 SP1 release :OpenCL rigid bodies & Android
- Replies: 17
- Views: 225200
Re: Bullet 2.80 SP1 release :OpenCL rigid bodies & Android
Hello, Great work ;) The performances you gives in your videos are impressive. We are using bullet for simulating a certain number of ragdolls, and having them running in parallel should be a great improve in our performances :) Do you think I could use the code from you demo for my own purpose (usi...
- Tue Mar 20, 2012 8:37 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Multithreaded Linking Problems
- Replies: 7
- Views: 7627
Re: Multithreaded Linking Problems
When you build the project using the main CMake file, you have to check the 'BUILD_EXTRAS' options, and the project will be built.
If you want it to be installed too, then check the 'INSTALL_EXTRA_LIBS' option as well.
If you want it to be installed too, then check the 'INSTALL_EXTRA_LIBS' option as well.
- Mon Mar 19, 2012 4:00 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Multithreaded Linking Problems
- Replies: 7
- Views: 7627
- Mon Mar 19, 2012 8:32 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Multithreaded Linking Problems
- Replies: 7
- Views: 7627
Re: Multithreaded Linking Problems
It's built by the BulletMultiThreaded project.
It was just not installed in previous versions of bullet, use the last revision of Bullet and you'll have it (or copy it it manually).
It was just not installed in previous versions of bullet, use the last revision of Bullet and you'll have it (or copy it it manually).
- Wed Feb 29, 2012 5:07 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Crash when running btParallelConstraintSolver
- Replies: 8
- Views: 9687
Re: Crash when running btParallelConstraintSolver
Sure, I'll try to create a reproduction case and submit the patches I have to do to make it work.
I'll let you know about it.
I'll let you know about it.
- Fri Feb 17, 2012 2:13 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Crash when running btParallelConstraintSolver
- Replies: 8
- Views: 9687
Re: Crash when running btParallelConstraintSolver
Well, I got something working by adding the following lines in the btParallelCosntraintSolver.cpp, line 1118: if(idA<0 || idB<0) continue; But it work only if I disable split islands ( setSplitIslands(false) ), and still it's not really accurate: in one of my tests, I'm using walls made of individua...