[Bf-committers] 1) ESC doesn't abort render 2) Bulletphysicsproblems

Erwin Coumans erwin at erwincoumans.com
Sat May 13 02:33:17 CEST 2006



Hi,

It works fine for me, did you try most recent CVS version?

There is preview builds here:
Win32:
http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=blender-2.42-win32-preview18.zip
Linux:
http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=blender-linux-2.42-preview18.tgz

Indeed, bug tracker would be better. Or best is to post it to the 
BulletBlender forum:
http://www.continuousphysics.com/Bullet/phpBB2/index.php

There is a section "Blender with Bullet Physics"

Thanks,
Erwin

----- Original Message ----- 
From: "Alexander Ewering" <blender at instinctive.de>
To: "bf-blender developers" <bf-committers at projects.blender.org>
Sent: Friday, May 12, 2006 5:15 PM
Subject: Re: [Bf-committers] 1) ESC doesn't abort render 2) 
Bulletphysicsproblems


>
> On Fri, 12 May 2006, Erwin Coumans wrote:
>
>>
>> Hi,
>>
>> There is a lot of ways to make physics not work, and you probably found 
>> one of them :)
>> Easiest is to look more at the provided samples that work, and see which 
>> change breaks things. Usually scaling messes things up badly.
>> Scaling, shifting the center of mass, making objects too small (there is 
>> hard coded tolerances at the moment) etc.
>>
>> Best is to mail me a blend, and I can verify it.
>>
>> Eventually some faq should help out.
>
> Hi and thanks for the reply,
>
> well, I wouldn't consider a 20x10x10 cm brick 'too small' :) Indeed I 
> tried
> rescaling the scene upwards, and it fixes things. Though, this raises the
> question again: *WHAT* does 1 Blender unit actually *mean*? In the past, 
> it
> definitely meant 1 metre - for example, the gravitational constant 9.81 
> gave
> realistic gravity if you had 1 BU = 1 metre.
>
> Now, it seems like the problem is not the size of the scene, but that
> the hard-coded tolerances are too big.
>
> Also, as soon as I attach a motion actuator to an object with dRot in it,
> and I trigger it once, this object starts to absorb dynamic objects
> instantly when they touch it, and this behaviour stays through the rest of
> the Blender session - even if you remove the actuator. You have to quit 
> and
> restart blender in order to fix bullet...
>
> File is here:
>
> http://pub.instinctive.de/physicsbug.blend
>
> Try up/downarrow during play, this works. Then, try rightarrow. Boom,
> physics broken until you restart Blender.
>
> Anyway, I think the bug tracker is a better place for this. :)
>
> | alexander ewering              instinctive mediaworks
> | ae[@]instinctive[.]de   http://www[.]instinctive[.]de
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