Bullet's cloth system is no replacement for what Blender currently has and
I'm not aware of any available library that we could use without having to
do a lot of modifications to make it work.
Am Di., 20. Okt. 2020 um 12:26 Uhr schrieb Brecht Van Lommel via
Bf-committers :
> The most important
Hi,
you can reach me by email.
I guess I just respond here inline.
Am Dienstag, den 08.01.2019, 20:24 +0100 schrieb Knapp:
> Sergof, I was sent this and thought it might be useful to you. I
> could not
> find a better way to contact you so posted it here. Hope it is
> useful.
>
> Andy Sellers
These two need to be included in 2.79 as well, otherwise rigid bodies
are pretty broken.
4ad5df885820 Fix T52374: Changes of rigid body related settings during
simulation will break the simulation
0fd31c53ee1a Rigidbody: Fix regression introduced in ee3fadd
Am Mittwoch, den 06.09.2017, 02:50
Hi,
I happen to have implemented an expression evaluator for a project I'm
working on not too long ago.
Here is a somewhat older WIP version:
https://gist.github.com/sergof/6e6ebfa632d593ddd73801c10e5f822d
For x64 I generate machine code and use a VM for other targets, so on
x64 it beats all the
for mass is kilograms, I would have thought that having kilograms as
the base unit would be correct.
Thanks for any clarification!
Andrew
On 01/01/2014 4:14 AM, Sergej Reich nore...@git.blender.org wrote:
Commit: ead6d397fda12d8287dff7d6a6fff6ea1948cd69
Author: Sergej Reich
In the case of the rigid body simulation we actually already simplify
things.
We cannot really avoid having active and passive objects, since knowing
that an object won't be simulated dynamically allows for optimizations
that improve performance and stability.
As for Collisions, in many ways
I think the biggest problem with testing is that only a few users
actually test the daily/RC builds. Having a longer testing period would
help here, but I doubt it would make a dramatic difference.
Most bugs are found after release.
Don't think you can do anything about that.
Am Montag, den
Hey Campbell, I think you forgot to actually add BLI_alloca.h ;)
Am Sonntag, den 28.07.2013, 10:38 + schrieb Campbell Barton:
Revision: 58689
http://projects.blender.org/scm/viewvc.php?view=revroot=bf-blenderrevision=58689
Author: campbellbarton
Date: 2013-07-28 10:38:25
Hey Jason,
currently there is a problem with n-gons when chalculating the center of mass.
The issue is that we don't have a good way of calculating centroids for n-gons
and just use the vertex average, so the calculated origin will drift a little
when your polygons have many vertices.
I'd
Actually, subdivide creates n-gons in most cases (unless you use it on edge
rings or the whole mesh), so it's likely to be the problem.
Also here is a quick patch that adds a Cursor to Center of Mass option:
http://www.pasteall.org/37435/diff
Am Mi, 21. Nov, 2012 um 11:20 ,Jason Wilkins
or close if they are not actual bugs.
- Brecht will probably work on Cycles performance next week.
- Campbell is working on masking tools in the tomato branch, is planned
for the 2.64 release as well.
- Sergej Reich will update Bullet in trunk to version 2.80.
- BCon2 starts today http
Since nobody complained I've written a patch [1].
I'd appreciate it if somebody would take a look at it.
[1]
http://projects.blender.org/tracker/index.php?func=detailaid=31573group_id=9atid=127
Am Dienstag, den 22.05.2012, 11:48 +0200 schrieb Sergej Reich:
Hi all,
I'd like to update our
There is pretty much no API for collision detection in the BulletDev
branch.
The only thing you can do is setting up rigid body simulations.
Adding it would be possible of course, but I don't think it would be
useful right now except for a couple of fringe cases.
If it's needed for the diploma
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