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Idea #59: Simple collision is sooo difficult...
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Written by Simmesimme the 18 Aug 10 at 23:55. Category: User Interface. Related project: Nothing/Others. Status: New |
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Rationale
When working with Blenders physic simulation, I always wondered why it's so hard to setup some simple colliding objects. In order to do so, I have to perform the following steps (Blender 2.53):
- insert some animation data for the object which is going to collide with the rest - switch to the logic Buttons, add some stuff starting this animation when the GE is launched - switch render engine to "Blender Game" - then it's possible to add rigid body physics to my objects - check "Record Animation" in the Game menu - start the Game engine and stop it after some time - switch back to normal Blender Render.... Now I've got a critical mass of F-Curves, which is, according to the complexity of my scene, really hard to manage... It would have been a lot easier, if I took Soft Body instead and made them really hard... :) But why? Is there a reason for this procedure? In my opinion it's really strange that there are a lot of advanced features like Smoke, Fluid or Cloth, but no simple collision of two objects... I know very little about the internals of Blender... It's probably a problem of the interaction of Bullet Physics and all the other, non-bullet-physics. But even if there are such problems, it's a really no-go in Blender 2.5's awesome straight workflow to follow the above described steps in order to get an animation of falling cubes... Newbies even might render this problem impossible... which is sad!
Tags: body physics rigid
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