Search found 25 matches
- Thu Apr 10, 2008 6:01 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Getting starting programming an implicit "lcp" solver?
- Replies: 7
- Views: 6839
Re: Getting starting programming an implicit "lcp" solver?
Jeremiah, You're confusing your physical model and your time integration scheme. Generally, you don't want your force be a function of your time step. Instead, compute your force as a function of the state (positions, velocities, etc.) of your system. Once that's clear, explicit Euler is just a sche...
- Mon Apr 07, 2008 10:14 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Transforms for creating a btConeTwistConstraint
- Replies: 8
- Views: 11820
Re: Transforms for creating a btConeTwistConstraint
I just submitted a patch to fix some of the known problems (mostly taken from LvR's and Marcus's suggestions, thanks): http://code.google.com/p/bullet/issues/detail?id=47 It contains a fix for: - the quaternion inverse - a btHingeConstraint constructor - the btConeTwistConstraint swing calculation b...
- Fri Apr 04, 2008 10:28 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Transforms for creating a btConeTwistConstraint
- Replies: 8
- Views: 11820
Re: Transforms for creating a btConeTwistConstraint
One more thing I just noticed. The following code at the beginning of the btConeTwistConstraint constructor is a bit odd: // flip axis for correct angles m_rbBFrame.getBasis()[1][0] *= btScalar(-1.); m_rbBFrame.getBasis()[1][1] *= btScalar(-1.); m_rbBFrame.getBasis()[1][2] *= btScalar(-1.); When usi...
- Fri Apr 04, 2008 8:54 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Transforms for creating a btConeTwistConstraint
- Replies: 8
- Views: 11820
Re: Transforms for creating a btConeTwistConstraint
DigitalGhost, [cool model, btw] First of all, there was a bug in the btConeTwistConstraint class that Marcus Hennix found and has a fix for. I'm not sure if it made its way into version 2.67, but it wasn't in 2.66. Line 146 (or thereabouts) of btConeTwistConstraint.cpp should read: btScalar EllipseA...
- Mon Mar 10, 2008 3:18 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: 3D Tools/World editors for physics APIs?
- Replies: 9
- Views: 14704
Re: 3D Tools/World editors for physics APIs?
I will check if there is any other way we can get some resources to get freely available physics authoring tools. Thanks Erwin. A thought: although I'm not familiar with Blender, I'm wondering if it isn't a better (and perhaps easier) choice given it's existing integration of Bullet and the fact th...
- Fri Mar 07, 2008 6:16 pm
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: 3D Tools/World editors for physics APIs?
- Replies: 9
- Views: 14704
Re: 3D Tools/World editors for physics APIs?
Well, I "spent a little time" with Scythe and NIMA. Scythe: While I found some aspects of the tool to be great (particularly the automated ragdoll creation and constraint limit visualization), I found the interface to be tricky to use (picking difficulties, and no way to name/identify your...
- Fri Feb 15, 2008 2:15 am
- Forum: Physics authoring tools, serialization, standards and related topics
- Topic: 3D Tools/World editors for physics APIs?
- Replies: 9
- Views: 14704
Re: 3D Tools/World editors for physics APIs?
I was about to ask a similar question. Thanks, Erwin! Specifically, I'm looking at a way to author ragdolls, including joint limits (hinge and cone/twist), without reinventing the wheel. We're using Maya, so I'll check out Nima. I'm looking at Scythe as well. Looks interesting, but it seems a little...
- Fri Nov 30, 2007 8:01 pm
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Sumotori Dreams
- Replies: 24
- Views: 40361
Re: Sumotori Dreams
Thanks for your suggestions, Dirk. I'll keep them in mind...
That said, I'd rather benefit from an existing engine if it can (be minimally adapted to) support my needs. Anyone out there with experience/suggestions on getting there with Bullet, ODE or PhysX?
Thanks,
Eddy
That said, I'd rather benefit from an existing engine if it can (be minimally adapted to) support my needs. Anyone out there with experience/suggestions on getting there with Bullet, ODE or PhysX?
Thanks,
Eddy
- Thu Nov 29, 2007 9:22 pm
- Forum: General Bullet Physics Support and Feedback
- Topic: Motors & Torques For Ragdolls
- Replies: 5
- Views: 4456
Re: Motors & Torques For Ragdolls
I'm also interested in this subject (ODE vs. Bullet for joint control).
Is Bullet really not an option for this type of problem? (That statement about the joint constraints being violated - not just the motors being too weak - is particularly disturbing.)
Thanks,
Eddy
Is Bullet really not an option for this type of problem? (That statement about the joint constraints being violated - not just the motors being too weak - is particularly disturbing.)
Thanks,
Eddy
- Thu Nov 29, 2007 9:12 pm
- Forum: Links, Papers, Libraries, Demos, Movies, Comparisons
- Topic: Sumotori Dreams
- Replies: 24
- Views: 40361
Re: Sumotori Dreams
The balancing in Sumotori is pretty cool and fun to watch, and the getup is impressive. Anyone know what engine is being used (or is it all homegrown)? I'm starting some work on "advanced ragdolls" (ie. not just floppy rigs, but more à la natural motion), and I'm trying to decide on a phys...