[tuhopuu-devel] questions about ODE support and Plug-Ins
Kester Maddock
tuhopuu-devel@blender.org
Fri, 23 Jan 2004 23:07:11 +1300
Hi Joshka,
The reason this hasn't been implemented is that the user interface is
not there - only the ODE parts that applied to the 2.25 game engine were
implemented.
You have to think up a UI and code that, add data structures and then
hook up the physics sim. I would suggest adapting the armature system.
Kester
Joschka Boedecker wrote:
> Hi Kester,
>
> thank you for the quick reply. Unfortunately, it were exactly those
> advanced ODE features like hinges, and the like that we were hoping to
> be able to use (for articulated rigid bodies like simulated robots).
> Well...we'll see, if we can figure it out, we might be able to
> contribute these things to the blender project (if that would be
> desirable at all).
>
> Thank you anyways. Cheers,
>
> Joschka
>
>> Hi Joshka,
>>
>> ODE was implemented into blender for it's collision detection &
>> response. I did some of the later hacking on it.
>>
>> It's usefulness to you is entirely dependant on what you are using
>> ODE for. Blender was only using it for collision detection
>> (triggering logic) and collision response (physics.) None of the
>> more advanced ODE stuff (hinges, motors) was implemented.
>>
>> It is possible to write a python plug in to export geometry data, in
>> any format you want.
>>
>> If you want to check it out, checkout tuhopuu and build the
>> 'kesterji' engine.
>>
>> Kester
>
>
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