[Bf-committers] Some Maths / ideas / solutions for Softbodies.

Mal mal at candomultimedia.com
Tue Nov 30 15:50:43 CET 2004


It sounds like there are some real experts working on the various 
soft-body solutions, which can only help with implementing a great 
solution for Blender!

>I knew this would happen,
>I was talking about the softbody stuff the meeting minutes (and the wiki )
>are about. There is a explicit euler running to have first ( and fast )
>results , but i am well aware of the problems with stiff ODEs, though my
>masters in physics was some years ago. 
>
Did you deal with softbody only in your masters, or also with rigid 
bodies?  Or both in the same simulation?

When I worked at Havok a few years ago ( as a content coder, not as a 
physics engineer ), there was a lot of work going on with mixing rigid 
body and soft body simulations ( albiet in real-time ), some of the 
results were absolutely astounding even then.

By running the real-time ( / game ) simulations at a much higher 
time-step, animation quality simulations were possible ( and were used 
by various movie companies for setting up scenes ).

It would be great to see the solutions for physics through-out Blender 
working together, rather than having separate simulations that don't tie 
in well with the other physics systems.  If an artist is going to throw 
a blanket over an object in a scene, you can be sure they'll be trying 
to throw it over stacked objects, and expecting the objects to fall 
under the blanket, showing a) rigid body dynamics and b) the cloth 
updating as the object tumbles below it.

Mal


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