bullet physics for DS 1, 2, 3, 4 PC/Win ... teaser

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Comments

  • mCasualmCasual Posts: 4,607
    edited November 2013

    MCMXC said:
    The "feet on pedals" part made me think of one thing... would be possible in the future to apply it to the pedals of a car?

    the feet cycling animation did not use physics

    it was made easy by using the following free scripts

    mcjAutoLimb : https://sites.google.com/site/mcasualsdazscripts/mcjautolimb

    mcjKeepOrient : https://sites.google.com/site/mcasualsdazscripts/mcjkeeporient

    mcjHoldOn : https://sites.google.com/site/mcasualsdazscripts2/mcjholdo

    mcjAutoLimb is my most important tool for animations


    the physics engine will include springs and hinges,
    so you could create a "real" gas pedal and push it using an invisible cube attached to a foot

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  • mCasualmCasual Posts: 4,607
    edited November 2013

    today, the standard two-bodies hinges

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  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Looks better and better.

    How do you create paths like that? Not in DS or yes?

  • mCasualmCasual Posts: 4,607
    edited December 1969

    RAMWolff said:
    Looks better and better.

    How do you create paths like that? Not in DS or yes?

    in this case the lines and circles are simply a texture image on a plane

    but on my site there's a plugin to display render paths

    see

    https://sites.google.com/site/mcasualsdazscripts/mcgtracepath-for-mcjtracer

    https://sites.google.com/site/mcasualsdazscripts2/mcjtracerds45

    in some of my images you sometimes see those lines

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  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Ah, thanks so much. Not sure when I'll have the time to play but got them both. :-)

  • mCasualmCasual Posts: 4,607
    edited November 2013

    we know that if we make abstraction of air resistance, all objects, large and small, heavy and light as a feather all fall with the same speed profile - on Earth objects falling have an acceleration of 9.8 m/s/s, after 1 second they fall at 9.8 m/s

    so ... the new thing for me is to realize that, when i see something like the image below, the fact that the movement seems slow, means that the objects are big !

    i could even evaluate the size of the objects just by observing the movements

    the balls are 1 meter in diameter and the swinging rod is 4.5 meters long

    and this explains why a pencil falls quickly while a 100 ft tall chimney falls slowly

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  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Casual said:

    the physics engine will include springs and hinges,
    so you could create a "real" gas pedal and push it using an invisible cube attached to a foot

    I can't help but mentally hear a calliope playing "Entry of the Gladiators" while looking at that animated unicycle gif.

  • mCasualmCasual Posts: 4,607
    edited November 2013

    I can't help but mentally hear a calliope playing "Entry of the Gladiators" while looking at that animated unicycle gif.

    the acrobat skills needed to do it without a seat are Barnum and Baileyesque

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  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    OMG! LMAO

  • mCasualmCasual Posts: 4,607
    edited November 2013

    Amy still on board for more death defying experiments

    ( maybe i understand the bullet physics 2-bodies-hinges a bit better )

    anyway, enough to include them in the inpending release

    impending as in next Saturday

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  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    WEEEEEEEEEEEEEEEEEE

  • mCasualmCasual Posts: 4,607
    edited December 1969

    yes

    chains

    dangling

    could eventually be used to indirectly animate tresses and dresses

    ( 3 hinges )

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  • sjfryer_a638239a69sjfryer_a638239a69 Posts: 19
    edited December 1969

    Rag doll physics too?

  • mCasualmCasual Posts: 4,607
    edited December 1969

    Wyvern said:
    Rag doll physics too?

    there's a type of ragdoll joint / hinge n the bullet physics engine

    called "cone-twist" http://bulletphysics.org/mediawiki-1.5.8/index.php/Constraints

    ( bullet physics engine is the open source program kit that performs the simulations )

    so, i'll have a ragdoll test soon

    initially it may be a stickman prop made of capsules

    but i'll also try a "real" figure ... Amy may volunteer if it's minimally safe :)

    example of Blender (not by me ), which uses the same engine :
    http://www.youtube.com/watch?v=tiiDmr-V-D8

    --
    note that my system packages the physics engine as a PC-Windows .exe program
    plus a Daz Script, so it's not Mac compatible except if someone will volunteer to compile my source code for the mac

    another avenue i may try is to have the daz studio script
    make Blender perform the simulation
    which would have many advantages and most probably be mac compatible

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  • mCasualmCasual Posts: 4,607
    edited November 2013

    mile high

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  • mCasualmCasual Posts: 4,607
    edited November 2013

    math error while plotting ( insert nefarious plan here ) a trajectory

    figure 2 is the same without the error

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  • mCasualmCasual Posts: 4,607
    edited December 1969

    the white stick indicates where i want a hinge to be located and its orientation
    i tell the physics engine that the 2 balls are attached to this hinge

    then i ... guess ... i have to tell the physics engine
    where this hinge is in a green-ball-centric universe
    and where it's located in a pink-ball-centric world

    it almost almost works except for a jump at the beginning of the simulation

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  • patience55patience55 Posts: 7,006
    edited December 1969

    I noticed that the lollipop in "yupall" changes colour ;-)

    ................

    For the one doing the jumping, first thought was that it would be caused by a spider! I'm sure that's helpful :-)

  • mCasualmCasual Posts: 4,607
    edited December 1969

    I noticed that the lollipop in "yupall" changes colour ;-)

    ................

    For the one doing the jumping, first thought was that it would be caused by a spider! I'm sure that's helpful :-)

    you're the second person who saw it as a lollipop :)
    in the first tests i saw the cone as jujubes

    ---

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  • mCasualmCasual Posts: 4,607
    edited November 2013

    well i think i figured the 2-bodies-hinges

    i must specify the position of the hinge ( the now detached lillipop stick )

    in the green-ball-centric universe : : [ 0, -25, 0 ] centimeters
    then in the red-ball-centric universe : [ 0, -75, 75 ] centimeters

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  • mCasualmCasual Posts: 4,607
    edited December 1969

    30 seconds YT video ... for real Amy fans and nerdy physics people

    https://www.youtube.com/watch?v=xbtYredDvX4

  • mCasualmCasual Posts: 4,607
    edited December 1969

    the goal is to have a first beta version out by 6pm east coast time

    with the 3 types of hinges seen so far

    - object attached to the world : example Amy on the wrecking ball
    - steer and roll : example the BMX wheels
    - 2-bodies : example all the recent examples

    and simple objects

    -static objects ( example the ground-cube and the green ball
    -dynamic objects - the red ball and falling cement blocs
    -kinematic ( animated ) objects

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  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Looks really good there Casual!

  • mCasualmCasual Posts: 4,607
    edited December 1969

    in case you're in a hurry and want to read the manual, as it is being written

    the home of the beta release will be

    https://sites.google.com/site/mcasualsdazscripts3/mcjbulletservice01

  • mCasualmCasual Posts: 4,607
    edited December 1969

    though i'm less sure 6 pm will be the release time

    lets say before midnight :)

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  • mCasualmCasual Posts: 4,607
    edited December 1969

    i will post the client script and server program in the next hour

    but it will really be intended for the adventurous nerdy kind

    because the manual is probably not very detailed

    and there must remain bugs and quirks and it may be crash prone

    ( though i did not crash daz studio during development (

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  • mCasualmCasual Posts: 4,607
    edited November 2013

    i wont shout it too loud but the first beta kit is ready !

    version 01

    https://sites.google.com/site/mcasualsdazscripts3/mcjbulletservice01

    i'll probably work on it Sunday, to improve the manual and make many test and bug fixes

    it will then become version 02

    ( for instance, the Steer-and-roll hinge is presently not steerable at all and has hard shock absorbers )

    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited November 2013

    first thing today i'll fix the steer and roll constraint/hinge

    and give access to the parameters of the steering and the suspension

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  • mCasualmCasual Posts: 4,607
    edited December 1969

    the "steer and roll" a.k.a. Type 3 /hinge was fixed

    if you installed the server program

    you only need to update the daz client script ( mcjPhysicsClient01.zip )

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  • mCasualmCasual Posts: 4,607
    edited November 2013

    note: there seems to be issues with scaled objects, better use non-scaled objects for now

    hopefully next weekend's version will be more stable

    but for now there's enough to play with !

    .... later that evening ... found the issue !

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