[Bf-funboard] !

Karl Kühberger bf-funboard@blender.org
Tue, 4 May 2004 11:38:58 +0200


Am 03.05.2004 um 08:38 schrieb Carl Gustafsson:

>> On Sun, 02 May 2004 12:00:03 +0200, <bf-funboard-request@blender.org> 
>> wrote:
>>
>> Message: 2
>> To: Bf-funboard@blender.org
>> From: =?ISO-8859-1?Q?Karl_K=FChberger?= <kuehberger@gmx.net>
>> Date: Sun, 2 May 2004 11:29:04 +0200
>> Subject: [Bf-funboard] physics in animation
>> Reply-To: bf-funboard@blender.org
>>
>> hello,
>>
>> because it is very difficult to get authentic physical interaction
>> between different objects in animations, i would suggest to
>> make physical attributes (as used in the game-engine) also
>> applyable in animations (i have seen this in cinema 4d).
>>
>> i don't know, if this is very difficult to code, but it would be
>> really a great new feature in blender!
>>
>> thanks,
>> karl
>
> This is such an amazing coincidence! I was just thinking the same 
> thing yesterday.
>
> It would be really nice if one could choose to "store" the LocRot of 
> objects, perhaps as an "Actuator" in the Game panel. The LocRot data 
> could be stored as IPO keyframes. There would be one keyframe per 
> frame in this way though, perhaps there are better ways?
>
> I suppose it would be possible (if I ever could learn Python) to make 
> a script that records all "Dynamic" objects' data into an array and 
> then use that in animation playback when rendering.
>
> Speaking of physics, is it very hard to implement physical objects 
> such as fans, springs and dampers? It would also be nice of one could 
> define "hinges" for the physical calculation. But that can perhaps be 
> realized with armatures...
>
> Thanks for listening!
>
> Carl (yes, that is my name too! ;) )
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>

Really an amazing coincidence!

I don't know how to code. I even don't know how Blender works inside.
But I can imagine that your idea (recording dynamics to IPO) could work.
It would be great to make this function working!!

Thanks,
Karl