cybermax
BUT When I end this client/server version I can send you server.exe and source codes for plugins and you can try to rewrite code for maya. So What do you think?
![](/static/djangobb_forum/img/smilies/big_smile.png)
oh_qxsInteresting system, maybe create some video and inspire other users.
Finally,I finish my work!!!![]()
![]()
For the easy use,my bullet solver is a simple color system,![]()
red is active,blue is static,cracks with same green color are a big block,I use my compoundGroup to constrain the cracks,setting up constraint at contact point,It looks fine,
and in the simulation artist only need to control the color of groups they need to get move or stop,I like this style and is really easy to use, maybe I can make some demo someday!
but speed is not good enough,because I use piles of constraints just for effect and easy use ,speed or not,it is a question!
cybermax“profiler”,you mean ??for example….
Try to use some “profiler”, which can allow you find your slow code. This limits dont sound like a “slow speed”, so I think that problem is somewhere else :?
cybermaxoh man,happy to hear that and I AM getting ready to be shocked down!!!
Anyway, I work on new solver, which is design for solving fast fluid in sort time, so You keep fingers crossed, I think It will be really fast.
oh_qxsfor example:
“profiler”,you mean ??for example….
oh_qxsFor every convex object is true, that If you compute normal for any polygon(normal direct from object), all other object points must place on back side. you can easily test this with “dot product of normal and test point”+d. If results for all planes are less that zero, object is convex.
BTW, can you explain to me how to automatically test concave polygon? I can not understand the testConvex function in your bullet solver actuallyops:
cybermaxgot it and understand completely!Many thanks man!
hope that you understand, its basic mathematic, which you need to know, If you want to program CG :?
cybermaxOK,I know,it's absolutely helpful!!! BIG HUG AND LOVE YOU!
edit: ouuu, I am not home, so I cannot see the code, but I think, my code has some toleration so its not “less that zero”, but “less that toler” :wink:
and maybe I have normals, which direct to the object, so its revers “more that -toler” :!:
wxaj0928
http://www.youtube.com/watch?v=4ufjeDdlYsE&hd=1 [youtube.com]
use cybermax's Bullet solver
I just increase the realtime fracture
but,Dop have “Autofreeze” node
How do I achieve the bullet SOLVER
cybermax
oh_qxs: I can not load your page, Its loading over minute, but its still empty :?
oh_qxsIf you use decompositon from bullet example files, be carefull. Its APPROXIMATE Convex Decomposition, so finall body(object) can be compress(deform) and If you have two or more pieces which are close, solver explode this objects. I am preparing new sop node for decomp, but I use my algorithm(I used this alg. some time, but in last few days, I worked on it, and its better), which create convex bodies, which is not deform!opppps,the problem has been solved temporarily, It is because the point's number in geometry, so I export the geometry first as obj file, then read from file and do convex decomposition then, It is ok, I will find the true reason :twisted:
NetvuduAutofreeze: Yes, bullet include this function, I can implement.
Hi cybermax.
Autofreeze is a DOP node that checks the “energy” left on every “dobject” and if it is below the threshold given by the user it takes out that dobject from the simulation.
It´s very handy because as the pieces stop around the simulation gets faster and also you never have unwanted vibrations at the end.
I will also take the chance to thank you again for the bullet solver. I´m having a lot of fun playing with it. 8)
I would like to ask you a couple of questions. In case of an object that collapses slowly and gradually from one side to the other what is the best method to follow? Would it be using multijoints?
Also, regarding forces…The bullet_force looks like a directional force. Is it the only type of force available? (if it is, then ok…just asking).
Thanks.
niko3dI work on new version where all bullet code is on server side(exe file). But I dont support new version anymore, so maybe some other user can help you, or you need to install visual studio 2005 and compile for yourself :shock: . Your problem is not about old/new machine, but version of Houdini.
Hi Cybermax
Thanks for the great work on you bullet implementation. I tried this out a while ago on my old machine and it was working great. Ive recently had to replace my machine and i cant seem to get a working version of your bullet tools and example projects.
When we run with the latest win64 build, all we get is a single point falling down. So im guessing we need a new version of the plugins compiled. The single point seems to originate from the bulletProperties node.
Any chance you can compile for Houdini 11.0.737 win64bit? We would love todo some tests with your bullet setup :¬) Will the old example projects still work ok with the newer builds?
Cheers
Nick