[Bf-committers] Some Some doubt and ideas

Sergej Reich sergej.reich at googlemail.com
Sat Oct 19 19:51:32 CEST 2013

In the case of the rigid body simulation we actually already simplify
We cannot really avoid having active and passive objects, since knowing
that an object won't be simulated dynamically allows for optimizations
that improve performance and stability.

As for "Collisions", in many ways rigid bodies are more part of the
animation system than the other simulations. So when you want to combine
them with the other simulations you have to treat them like animated
objects and add a collision modifier if you want them to collide.

The way this works right now is unfortunate. There are different ways we
could try to integrate the different simulations together, all of which
require bigger changes.

Regards, Sergej.

Am Samstag, den 19.10.2013, 15:59 +0200 schrieb Brecht Van Lommel:
> Hi,
> It's true that there is some confusing functionality here. One issue
> we have is that we have different physics systems for rigid body,
> particles, cloth, etc, and this means that there is some duplication.
> Integrating those physics systems more would simplify things for users
> but it's also a difficult task.
> I'm not too familiar with the rigid body system, maybe some
> simplification is possible there by itself but I don't know.
> Brecht.
> On Thu, Oct 17, 2013 at 10:16 PM, GeKo <geko.pua at gmail.com> wrote:
> > Hi guys, this is my first message in this list, so sorry If I make a
> > mistake writing it in wrong place. First of all I have to said that I
> > want to write code for this program in the future because I am fall in
> > love of it, you are doing a great job.
> >
> > Now my doubts, I am specially interested in physics simulation, I am a
> > little bit confused with "rigid body", "active", "pasive", "softboy",
> > "cloth", "collisions", I saw in this concept some duplicity and
> > inconsistent. For example rigid body object don't interact with
> > collision.
> >
> > ¿Could be possible consider rigid body like one special kind of rigid
> > body deleting one of the concept passive or collision?
> >
> >
> > Pleased accept my apologize, thank you for Blender ;)
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