From bullet to blender

Physics APIs, Physics file formats, Maya, Max, XSI, Cinema 4D, Lightwave, Blender, thinkingParticles™ and other simulation tools, exporters and importers
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MarCoZ
Posts: 2
Joined: Fri May 20, 2011 10:56 pm

From bullet to blender

Post by MarCoZ »

Hi,

Is there any way to export the world from bullet back to blender ? Thanks in advance.
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Erwin Coumans
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Posts: 4221
Joined: Sun Jun 26, 2005 6:43 pm
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Re: From bullet to blender

Post by Erwin Coumans »

Not that I'm aware of.

We could write a .bullet importer for Blender, or manually create a .blend file (that would be hard but not impossible using BlendParse).
If you are using Blender, you can also directly use the .blend files, and read all physics data from there.

Thanks.
Erwin
MarCoZ
Posts: 2
Joined: Fri May 20, 2011 10:56 pm

Re: From bullet to blender

Post by MarCoZ »

Sure Erwin, I would really like to collaborate on a bullet loader for blender. It woul be really useful for all of us who want to make nice renders at some given stills of the physics simulation.

I wonder now, where is the best point to start. I don't have experience with these projects inner workings.
jaocarsan
Posts: 5
Joined: Sat Nov 27, 2010 6:03 pm

Re: From bullet to blender

Post by jaocarsan »

Hello,

Im getting a strange situation with the inverse process "Blender to Bullet" but when modelling.

First I get this:
Image

Then, trying to figure it out what's happening, I made a simple cube(1,1,1) and the cylinder:
Image

I use same coordinates from Blender at Bullet code:

Code: Select all

	btCollisionShape* chassisShape = new btBoxShape(btVector3(1.0f,1.0,1.0f));
	btCompoundShape* compound = new btCompoundShape();
	btTransform localTrans;
	localTrans.setIdentity();
	localTrans.setOrigin(btVector3(0,0,0));

	compound->addChildShape(localTrans,chassisShape);

	btTransform trans;
	trans.setIdentity();
	trans.setOrigin(btVector3(0,0.5,0));
	btCollisionShape* BackCyl= new btCylinderShapeX(btVector3(1,1,1));
	compound->addChildShape(trans,BackCyl);


	tr.setIdentity();
	tr.setOrigin(btVector3(0,0,0));
	m_collisionShapes.push_back(compound);
	m_carChassis = localCreateRigidBody(300,tr,compound);//chassisShape);
Further more I export to ".bullet" from Blender:
Image

And directly from Bullet to ".bullet":
Image

It is just a simple coordinate adjustment, but i can't figure it out witch? :oops:

Thanks for Help!
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