Added: 5 months ago
From: PyroEvil
Views: 437
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  • Thanks to your thread on BlenderArtists i think i have a solution to my problem of in game removal of joint .I think this can be used to make a shatter script or may be improve default fracture addon. Thanks for posting videos as well.

    Good work!

    btw I am new to python :-)

  • @tubento I don't know if you know Lagoa Multiphysics System for Softimage ? It's similar to my system but more complex and powerfull. I think for now the problem with this system is to convert it to a usefull geometry. I'm new in python too , if you have question let's me know on blenderartist forum.

  • @PyroEvil I just checked it and its amazing! Blender needs a improved shatter addon i mean the current one by Pildanovac is great! (FREE STUFF) but i think it can be improved a bit. There is demolition script by Phymec as well! and thanks for offering help i think the blender wiki needs a bit update about constraints in BGE.

  • @tubento Phymec and Demolition Script (by KaiKostack) is very amazing

  • @tubento About other question, yes I can make stick them together when parts hurt anothers but it's can really slowing down my script if I don't make it smarther. I think I need to check for a octree system to avoid to calculate distance of each particules between each of them. I can make it stick on collision object without any modification of my script. Go on blenderartist forum , in python support section to follow my progress.

  • @PyroEvil

    I like your progress!

    About "converting to a useful geometry"... Did you seen that "polygonizer" build for Fluid Particles? It's quite slow but I guess that it's code can give you some good tips how to implement this.

  • @MoolahNasreddin Thank a lot ! yes I see polygoniser for Blender because I use the same thing in XSI at my job. When I finish to code all my python verlet engine , I have a idea it's could be better then polygonizer in my specific case but I'm not sure it's going to work. Probably not if no body do it before hahahah ;-)

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