Do skeletons and joints work right with physics yet?
If so, how do you apply a joint torque?
Thanks.
Do Blender skeletons work with physics yet?
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This feature is in planning for upcoming releases.
Both Bullet and Blender needs more development in this area:
http://mediawiki.blender.org/index.php/ ... odyPhysics
Part of this project is also providing a C abstraction layer for physics/collision detection (probably close to COLLADA physics), to allow other physics engine to be hooked in.
There has been some discussion on constraint editing, converting armatures into ragdolls, and better COLLADA physics import/export.
At the moment, I'm focussing a COLLADA physics support in Bullet, which gives me automatically the other tool support and all kind of content.
Thanks,
Erwin
by the way, Im living in the bay area (San Francisco), so perhaps we should meet up at some stage.
Both Bullet and Blender needs more development in this area:
http://mediawiki.blender.org/index.php/ ... odyPhysics
Part of this project is also providing a C abstraction layer for physics/collision detection (probably close to COLLADA physics), to allow other physics engine to be hooked in.
There has been some discussion on constraint editing, converting armatures into ragdolls, and better COLLADA physics import/export.
At the moment, I'm focussing a COLLADA physics support in Bullet, which gives me automatically the other tool support and all kind of content.
Thanks,
Erwin
by the way, Im living in the bay area (San Francisco), so perhaps we should meet up at some stage.