bf-blender / Windows (2005/04/13)

User-contributed CVS development builds. Please test and give feedback!

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bjornmose
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Post by bjornmose »

Bellorum wrote:This is what i get with the test-.blend for softbody collision detection.
... img removed ..
The faces of the cube do not draw in solid-mode, and the collision detection does not seem to work properly either:/
Looks fine for me :)

The cubes are not allowed to show solid:
drawtype in objects panel is set to 'wire'
and material for render is set to be 'wire'
(ah all those little hidden treasures in blender)

On collision detection:
Only the vertices collide and they sometimes stick very close to the colliding surface,
Edges however are allowed to intersect ( for now )
so the code does what it should do. Obviously not enough for good cloth simulation. But that's another topic.

BM

bullx
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Joined: Mon Jan 05, 2004 9:25 pm

Post by bullx »

Bellorum wrote:This is what i get with the test-.blend for softbody collision detection.
where exactly can i find this test.blend file?
tnx

kidb
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Post by kidb »

bullx wrote:
Bellorum wrote:This is what i get with the test-.blend for softbody collision detection.
where exactly can i find this test.blend file?
tnx
Maybe
http://blendertestbuilds.kidb.de/index. ... col6.blend
there are cubes in the file.

lusque
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Joined: Wed Oct 16, 2002 9:53 am

Post by lusque »

gabio wrote:does anyone else got this problem of empty zip, missing header?
Yep, me too, WinRar tells me is a broken archive (it misses something) :?

yamyam
Posts: 16
Joined: Mon Oct 14, 2002 8:39 am

Post by yamyam »

I tried this version of SB, mesh collision is nice, but sphere collision with ForceField becomes bit useless...SoftBody throughs them more easier than past(4/4 and 4/12)ver. :cry:

rendered by past ver.
rendered by this ver.

Each ForceFields are parented to bones.

OK, I know this is not officially usage, and it's difficult to check collision with moving object, but I want "Drag and Release" effect!
(if I can use hooks to SoftBody for it... :()

And, Blender skips frames when animation playback is too heavy to play, but also, Blender skips simulations too...We have to press left arrow key each frame to see simulation correctly. It's too hard to use it.

Anyway, it's great work. thank you for nice features, BM.

edit---------------
This is a bit pointless post. My proposals are:

1) I need more stable collision system for moving objects.
2) Or, I want hooks for SoftBody mesh to help the collision system.
3) Don't skip simulation as soon as possible.

Thank you.

ElBarto
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Joined: Fri Jun 11, 2004 3:24 pm
Location: Berlin
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Post by ElBarto »

A small design issue about the new display options:
- in edit mode on a mesh with one selected face and displaying face area
the value of face area is over the Dot of the face but not over the
dot of the new transform when scaling it on just one axis. This makes
it bad readable:
http://www.neeneenee.de/blender/scale.png

- it would be great if the edge length would be shown in vertex mode when
just one vertex is slected. This is very usefull when you try to change edge
size by moving a vertex
http://www.neeneenee.de/blender/length.png
Karamba!
Bart.

http://www.area42.de/

Blender Feature Proposal:
http://www.neeneenee.de/blender/features/

bjornmose
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Post by bjornmose »

yamyam wrote:
And, Blender skips frames when animation playback is too heavy to play, but also, Blender skips simulations too...We have to press left arrow key each frame to see simulation correctly. It's too hard to use it.
....
May be you want to disable the "sync" option in the "Anim/Playback" buttons panel :)
Then ALT-A won't skip frames.

Hooks and armatures should work with SB on deformation. You need to enable the "PostDef" option to have SB calculations done after all other deformations.

BM

intrr
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Joined: Sat Oct 19, 2002 12:15 am

Post by intrr »

bjornmose wrote:
DYeater wrote:
bjornmose wrote:DYeater,

May be you need make the *goalsprings* stronger, set GSpring to 0.75 or higher.

In fact a weight of exactly 1.0 *welds* the SB vertex to the goal,
all other values use the goal spring dynamics.

hope that helps
BM
Well, as you can see in the image, my GSpring is at .750 and it makes no difference in the painted weight value. Thanks for the advice, but I don't think that's it.
i see that you have friction = 3 , mass =6 , grav =7
what is that, a chain flag at beauford 12 ?
that poor spring has to be real tough to hold against such forces :)
try GMin = 0.75 and/or scale down the numbers above.
BM
It would probably help if people knew what units these numbers actually are using. The standard SI units?

kencanvey
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Joined: Mon Jun 02, 2003 7:54 am
Location: Smethwick West Midlands UK

Post by kencanvey »

Hi all,

Great work on all this fantastic new features, Thanks :D :shock:

I don't think this is the correct place to make suggestions but, here I go any way :D (point me in the right direction if you want)

I have been trying the new soft bodies and wind setting with making grass, using fiber 2.03, I was wondering if it could be possible to add a Texture to the wind setting somehow to give random wind patterns, not just random strength, its just that at the moment the wind blows in a nice uniform line across the grass, and doesn't look natural, I was thinking about how a texture on channel 8 can effect particle direction and force.

Ken

Doc_Holiday
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Post by Doc_Holiday »

GameEngine is still damaged. Still LinV Proplems. Mouseover Problems with the new OrthoCam, too.

JoOngle
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Post by JoOngle »

Report:

- Softbody doesn´t work when object is parented to a bone.
- Softbody doesn´t detect collision when a skinned mesh is used as a deflector

Test:

Tried to attach a plane (cape) to a neckbone in an animated character.

Result:
Nothing happened.

Earlier tests:

- Softbody works fine when animating a mesh from-to-position (key1 and key2). (eg. a plane falling onto a box - box=deflector).

harkyman
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Location: Pennsylvania, USA
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Post by harkyman »

Just tried this build with the file wind_soft.blend from http://download.blender.org/demo/test/. It was made for the 4/4/05 build, but it doesn't seem to work with this one. The sheet just hangs there.

Also, I have to second kencanvey's call for a noise channel for the wind force. It's a great idea to include wind as a force, but as a uniform thing it won't be that useful. Include a noise picker (I almost typed nose picker!), like the one in the texture buttons and this'll be a rocking feature.

bullx
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Joined: Mon Jan 05, 2004 9:25 pm

Post by bullx »

i wish some randomizer for the wind to and also for gravity if it is possible, maybe it could be a texture as already suggested or a value in the softbody panel

bjornmose
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Post by bjornmose »

JoOngle:

- Softbody doesn´t work when object is parented to a bone.

Hooks and armatures should work with SB on deformation. You need to enable the "PostDef" option to have SB calculations done after all other deformations.


- Softbody doesn´t detect collision when a skinned mesh is used as a
deflector

Sorry yes, the old particle collision code, which is recycled here does not care for armatures.

harkyman:
bjornmose (Jens Ole Wund(bjornmose)) 2005/04/06 12:29:04 CEST

Modified files:
blender/source/blender/blenkernel/intern softbody.c

Log:
Fixed uninitialized causing almost infinite loop.
Wind is media friction now, to have consistent relaxing when the squall is gone, fixed direrction.
So pull 'global' friction up.

BM

JoOngle
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Post by JoOngle »

Bjornmose: ok I have to try that then...thx.

All: Here´s a test of the latest softbody.
Now...notice that every time the ball hits an corner it sticks.. and deforms
the object itself, and if it hits an surface ..it just bounces without the deformations..

Is that a feature? :D If so...it´s pretty cool:

http://www.hamsterking.com/blender/3d/TESTANIM.MOV

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