Reimar Grabowski wrote:
On Sat, 03 May 2014 21:35:17 +0200 Michalis Kamburelis
<michalis.ka...@gmail.com> wrote:
The main engine site, with detailed list of features, links to
downloads and documentation, is on

http://castle-engine.sourceforge.net/engine.php

First I have looked everywhere but not found how physics are handled.
It does not look like there is an integrated engine but I have not
found any documentation on how and which external engines can be used
either. Can you tell me where to find the information?

We do not integrate yet with any physics engine. I know it's important (and fun!), and it is planned for the near future (for 5.1.0 or 5.2.0) release. See also http://castle-engine.sourceforge.net/forum.php#section_developers . Right now, we have our own collision detection and gravity, but without any real physics fun.

Contributions are very, very welcome here of course :) You could also implement physics integration on top of the engine, in principle you don't need to modify the engine, just animate the transformation hierarchy. (Although in practice integrating physics more tightly with the engine will surely be nice.)

Second I am not sure that I understood correctly what kind of
animations are supported. If I export my animations from blender, can
I export the armature (bones) and get access to them in your engine
or is it only key frame animation. Key frame animations would not be
enough for me since at least some animations need to be physics based
and not predefined.

We support various animations in VRML/X3D using interpolators, we also support H-Anim skeletal and skinned animation ( http://castle-engine.sourceforge.net/x3d_implementation_hanim.php ).

However, current exporter from Blender->X3D does not export Blender animations in any way to X3D... As a solution, for now, you can export Blender animations to KAnim ( http://castle-engine.sourceforge.net/blender.php ), which is really just a sequence of 3D models that is intelligently merged by engine when loading. IOW, that is a short-coming of the current Blender X3D exporter (which I hope will be fixed one day, maybe even by me :)).

So, if you wonder about using the existing Blender->X3D exporter: it currently just does not export animations. If you think about writing your own Blender->X3D exporter (or improving the existing one), then you could export the animation from Blender however you like to standard X3D and the engine will take them :)

However, like said above: the integration with physics engine is not done yet, so you will not get physics-based animation (like rigid bodies) anyway. For now!

Regards,
Michalis
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