Bullet and Houdini

lemond
Posts: 3
Joined: Fri Feb 12, 2010 4:49 pm

Bullet and Houdini

Post by lemond »

How can I plugin Bullet to Houdini as mentioned in making of 2012?

Why is it preferred over Houdini's rigid solver?

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

Re: Bullet and Houdini

Post by Erwin Coumans »

The Bullet plugin for Houdini is here: http://odforce.net/wiki/index.php/Bulle ... DSolverDOP
Also a link is on the Wikipedia page of Bullet, http://en.wikipedia.org/wiki/Bullet_(software)

I think the fact that Bullet is open source made it easier to integrate and customize into their Drop plugin. Secondly, Bullet has robust convex hull collision detection (unlike the Open Dynamics Engine, which is also open source). And last but not least, it might have better performance than than the Houdini native system. A quote from http://features.cgsociety.org/story_cus ... 368&page=2
We took Bullet as our core solver and built a proprietary system around it that allowed us to build our own constraint system that assembled big objects out of lots of small objects, then choreographed how they broke apart, where their weaknesses were, and how they were affected by forces." This allowed DD to have tens of thousands of objects instead of just hundreds in the same scene, all colliding and shattering on queue. They built a system they dubbed "Drop" around Bullet. Drop became the centerpiece around all the rigid body simulations allowing them to run complex simulations with great speed and stability.
Thanks,
Erwin
lemond
Posts: 3
Joined: Fri Feb 12, 2010 4:49 pm

Re: Bullet and Houdini

Post by lemond »

Any chance that physbam could be plugged in Houdini ? Isn't it open source now?

http://physbam.stanford.edu/~fedkiw/