Bullent and Blender Export

Physics APIs, Physics file formats, Maya, Max, XSI, Cinema 4D, Lightwave, Blender, thinkingParticles™ and other simulation tools, exporters and importers
GLphyX
Posts: 2
Joined: Tue Oct 30, 2007 11:44 pm

Bullent and Blender Export

Post by GLphyX »

Ok, Im totally confused, I just integrate Bullet inside my engine
and Im exporting from Blender the euler angle with the Blender.Object
function getEuler()

When I apply the XYZ euler angle to the Bullet function plSetEuler,
I have some strange results... But If I do this:

plSetEuler( y, x, z ) and z = 0.0 everything is fine, as soon z
is different than 0 I have strange results... but if I do this:

plSetEuler( 0.0, 0.0, z ) where z is != than 0.0 it's working
fine...

Bullet & Blender are not supose to be compatible (without mentioning
that I also had to invert the gravity axis that is set to -Y by default)
? I dont get it, can someone help me on that matter please... to make
this rotation work...

Tks
User avatar
Erwin Coumans
Site Admin
Posts: 4221
Joined: Sun Jun 26, 2005 6:43 pm
Location: California, USA

Re: Bullent and Blender Export

Post by Erwin Coumans »

GLphyX wrote:I just integrate Bullet inside my engine
and Im exporting from Blender the euler angle with the Blender.Object
function getEuler()
Please use the COLLADA 1.4 exporter of Blender, in combination with the BulletColladaConverter library (see Bullet/Demos/ColladaDemo and Bullet/Extras/BulletColladaConverter).

There are many different euler angle orderings, and Blender probably uses a different order.
Note that the Bullet C-API is far from finished, you better use Bullet's C++ API.

Hope this helps,
Erwin