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GSoC 2012 - Bullet Integration Progress Video 1

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Sergej Reich is working on the Bullet integration project for the Google Summer of code. In this progress video he demonstrates the new workflow that this will enable. And boy, you're gonna love it!

Sergej writes:

My attempt at showing the current state of the Bullet integration in Blender. I hope you can understand me, I'm not used to do presentations in English.

For more information you can take a look at my wiki page and BlenderArtists thread.

You can find the code either in Joshua's or my git branches, and there are also builds available at graphicall.org.

About the Bullet Integration project:

Synopsis
This project aims at continuing the work done by Joshua Leung for the Google Summer of Code 2010, integrating the Bullet physics library natively into Blender so users don't have to go through the clumsy process of running their simulations inside blenders game engine.

Deliverables

  • A simple way to setup stable rigid body simulations.
  • The ability so bake the simulation.
  • Ways to control the simulation via constraints, forces and the animation system.
  • End-User Documentation.

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

48 Comments

  1. There are also alternatives if you can't wait for bullet. Use PyODE + python scripting in blender.

    But it is not for the faint of heart (installing everything so PyODE can work is the bigger challenge here).

    This is definitely better but it has been a long time coming...

  2. Thank you! I love doing simulations and have learned my way through the workarounds in the BGE. This looks like it will make things much simpler and easier to incorporate multi-physics, like burning rigid body meets fluids. Fun times!

  3. Josemaria RRA on

    niiiiiiiiiceee!!!
    I was wondering if you we're going to be able to give dynamics to bones (with influence control, preferably). Like, for example, to use on a floppy tail of a character, so that the animator doesn't have to animate the tail every time the character moves.

  4. very cool, great progress, but I wouldn't hide any physics settings away like collision margins, being able to tweak those is very important for simulation accuracy, also try and use terms already used in the game engine bullet integration (which was created by the creater of bullet)

  5. I love the "animated" checkbox! So much more versatile than mucking about with "initial angular velocity/spin" and such. And a great match for Blender's wonderful realtime animation-recording.

  6. Are there plans to support chained rigid bodies, like chains, a ragdoll or something? One of my main problems is to combine physics with armatures, without using softbodies or cloth parts as the goal for the armature. Personally i dream about some simple physics and collision features for armatures.

  7. '' from Dev meeting 1 July 2012'' Quote-Campbell Barton is working on recursive voronoi fracture; based on initial Phymec code – but he decided it would be more efficient to re-implement it in Python entirely as add-on. Should be finished and documented in a week. -end quote

    My question is; will the Bullet Integration be compatible with the upcoming plugin Campbell is working on.

  8. Kirill Poltavets on

    Another "white spot" on the map of Blender's universality will be painted out soon! :D I'm glad it will be compatible with cell_fracture addon!
    Thank you, Sergej and Campbell!

  9. This is fantastic. Dont be shy. We DO want to see more. I'd like to know everything thats going on with this. Great work and cant wait to see more.

  10. Great job! a very timely question is whether the bullet and integrating with the engine, we can combine it with the trackin chamber, ie if I have a real video where I want to destroy several buildings, as if the trackin ago with the game engine I can not do this thanks and I hope to answer, excuse my clumsy English.

  11. Can't see comments from Disqus, couldn't even create a comment before I enabled "Send Referrer Information" in my browser.

  12. Marc Driftmeyer on

    Very useful for both FEA/CFD simulations to games and everything in between. It would be nice either to work on preparing videos that zoom in on the areas of menu controls that are actually visible and legible [blurry even on a 24 HP LP2475w display] and actually spend time pairing down your commentary to focus solely on what you plan to discuss and not to tangentially bring in thoughts that have zero impact on the point of one's presentation.

  13. Christos Georgakas on

    Iam dreaming of the day that i will be able to use physics with text (well since iam a motion designer) without pain! i really liked the animated box option and also the tricks to remove the "noise" of the still rigid objects.

  14. Erwin Coumans on

    Cool, I look forward to try it out. I'm currently working on the OpenCL accelerated version of Bullet and Blender will be the first modeler integration.

  15. I wonder if you can "bake" this bullet animation. Then you could render it in some other Blender build. When it gets to the official build, of course, it won't be needed, but in the meanwhile...

  16. Josh Faulkner on

    Looks great, Sergej! Quick question....How did you duplicate those cubes so quickly like that? Do I have to make the "Doodle doodle doot" noise?

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