For me there two level in this issue, the first level is the way to
organize the object. One possible structure for the object could be:
One object could be:
* Inanimated (default)
* Animated:
** Pasive (default) interact with other objects
** Active :
*** Rigid
*** Softbody
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 rig
Hi,
It's true that there is some confusing functionality here. One issue
we have is that we have different physics systems for rigid body,
particles, cloth, etc, and this means that there is some duplication.
Integrating those physics systems more would simplify things for users
but it's also a di
Hi guys, this is my first message in this list, so sorry If I make a
mistake writing it in wrong place. First of all I have to said that I
want to write code for this program in the future because I am fall in
love of it, you are doing a great job.
Now my doubts, I am specially interested in physi