Search found 8 matches
- Sat Jan 14, 2012 4:26 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Angular Velocity 2 questions
- Replies: 2
- Views: 6980
Re: Angular Velocity 2 questions
In Blender, at least, I think there are options for using local coordinates rather than world ones. And, are you sure you're not confusing rotation (changing the object's orientation) with rotation velocity? The first responder was correct that an object can have only one axis of rotation. Why would...
- Sat Jan 14, 2012 4:16 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Collision detection not correct after rotating objects
- Replies: 1
- Views: 4495
Re: Collision detection not correct after rotating objects
I realize this is coming 8 months or so after the posted question, but FWIW, do you have the collision bounds set to the same shape as your spinning object?
- Thu Jan 12, 2012 6:04 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: unable to get zero surface friction in Blender
- Replies: 0
- Views: 3706
unable to get zero surface friction in Blender
Nor am I able to get rigid body masses to behave properly. For example, I have a blender program with two mesh cylinders moving toward each other, each spinning along its long axis (like a rolling pencil), and when they collide, rather than recoiling, they move around each other and continue on thei...
- Sun Dec 04, 2011 12:20 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Pre-Newbie questions
- Replies: 9
- Views: 7817
Re: Pre-Newbie questions
I'm getting more comfortable working in Blender. Is using its bullet physics engine in any way inferior to using bullet physics in a stand-alone way, computationally or accuracy-wise?
- Fri Nov 18, 2011 11:32 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Pre-Newbie questions
- Replies: 9
- Views: 7817
Re: Pre-Newbie questions
Thanks, Karrok and dphil (once again). I'm learning how little I know. It seems I'll either have to buy Visual Studio (I can get an academic version for $129) or use Blender. (The only programming language I know is FORTRAN, so it seems there'll be a steep learning curve for me no matter what.)
- Fri Nov 18, 2011 6:03 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Pre-Newbie questions
- Replies: 9
- Views: 7817
Re: Pre-Newbie questions
Thanks, Dr. Shepherd and dphil. I downloaded Bullet 2.79, but when I unzipped it, I couldn't find (or recognize) an executable file. So, I'm too ignorant to even get a demo running. I gather it's more involved than just a simple click. I do have a pdf of the manual, but haven't found step-by-step in...
- Fri Nov 18, 2011 12:07 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Pre-Newbie questions
- Replies: 9
- Views: 7817
Re: Pre-Newbie questions
Thanks! I'll check it out.
- Thu Nov 17, 2011 6:47 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Pre-Newbie questions
- Replies: 9
- Views: 7817
Pre-Newbie questions
1) Does Bullet Physics do stand-alone 3-D rigid body dynamics simulations, or must I use something like Blender, with Bullet Physics as a plug-in? 2) What's the easiest way to model a thousand or so identical 3D rigid bodies that undergo simple collision and recoil? (Blender has way more capability ...