[Bf-committers] SOC idea
Erwin Coumans
erwin at erwincoumans.com
Sun Apr 30 19:13:51 CEST 2006
In that case it would be useful to integrate Bullet collision detection /
physics more tightly into Blender (independent from the Game engine).
With some performance improvements it would be very useful for 'advanced'
particles too. I can easily add a C-API to it (to avoid C++ hassle).
I would like to do this, but need someone who helps pointing out the hooks
in Blender. Would it be a rigidbody 'modifier'?
Erwin
----- Original Message -----
From: "Ton Roosendaal" <ton at blender.org>
To: "bf-blender developers" <bf-committers at projects.blender.org>
Sent: Sunday, April 30, 2006 9:43 AM
Subject: Re: [Bf-committers] SOC idea
> Hi,
>
> You can already control in Python each vertex in a Mesh, and then just
> render them as particles. The current particle physics is really not that
> hard to mimic. Unless you want to include collisions yes...
>
> -Ton-
>
>
> On 29 Apr, 2006, at 5:40, Doug Ollivier wrote:
>
>> Interestingly i had a dude come and talk to me about moving from Maya to
>> Blender.
>>
>> He does motion graphics and has worked at Weta, (he does a lot of good
>> work)
>> the thing holding him back was the Particle system.
>>
>> he wants every particle to be accessible by python (if its not already)
>> so that he can alter the particle behaviour according to his music.
>> also so that he can click on any one particle and be able to change how
>> it behaves.
>>
>> he is very interested in going open source and looking at coding
>> features towards blender (both commercial and non-commercial plugins) if
>> he were to use it in his pipeline.
>>
>> His website is here http://lizardlounge.co.nz/
>> and his show reel is here
>> http://lizardlounge.co.nz/html/projects/reel.html
>>
>> I could talk to him and see exactly what he wants, he ma be able to come
>> up with some fantastic ideas for coding projects.
>>
>> Doug Ollivier.
>>
>>
>>
>>
>> Tom M wrote:
>>> for some reason improving basic particles wasn't brought up even
>>> though the particle system would obviously benefit from a great deal
>>> more flexibility.
>>>
>>> Things like variable particle sizes, variable initial speed, grouping
>>> of particle systems, etc.
>>>
>>> obvious sources of inspiration are
>>>
>>> Particle Illussion - which has a superb ease of use and really hits
>>> the basics well
>>> http://www.wondertouch.com/default.asp
>>>
>>> the node particle system of Houdini which is considered the most
>>> powerful and flexible system available
>>> http://www.sidefx.com/index.php?
>>> option=com_content&task=view&id=398&Itemid=
>>>
>>> and some others of lesser interest.
>>>
>>> Particular
>>> http://www.trapcode.com/products_particular.html
>>>
>>> Thinking Particles
>>> http://www.cebas.com/products/feature.php?UD=10-7888-33 -788&PID=15&FID=74
>>>
>>> MatterWaves
>>> http://www.cebas.com/products/feature.php?UD=10-7888-33 -788&PID=10&FID=46
>>>
>>> Sandblaster
>>> http://www.digimation.com/software/asp/products_help.asp?product_id=80
>>>
>>> Particle Flow
>>> http://www.particlefx.com/education/PFlow/index.html
>>>
>>> LetterRip
>>> _______________________________________________
>>> Bf-committers mailing list
>>> Bf-committers at projects.blender.org
>>> http://projects.blender.org/mailman/listinfo/bf-committers
>> _______________________________________________
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>>
>>
> ------------------------------------------------------------------------
> --
> Ton Roosendaal Blender Foundation ton at blender.org http://www.blender.org
>
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