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Sphere♥
09-16-2008, 07:04 AM
Gotta love free physics engines & Maya plugins! :D

Walt Disney Studios has released their in-house Dynamica Maya plugin (with source code) for the open source Bullet physics engine.


"Dynamica allows to perform rigid body simulations inside Maya, using different underlying libraries. Right now only Bullet Physics is supported, but in the future other library will be added, such as NVidia PhysX. It will be possible to switch between libraries on the fly. This will be useful for example when some parts of the simulation are particularly critical, requiring the need for a more precise (but slower library). It will still be possible to use a less precise (but faster) library in the non-critical part of the simulation."


Find it at Bullet Physics (http://www.bulletphysics.com/)...

BTW, Bullet is currently looking into CUDA GPU and OpenCL acceleration as well.

Update: I wrote a few utility scripts, you can find RBDTools in the Bullet Forums (http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=12&t=2658) to help you bake / render Dynamica rigid bodies (and a couple of other tools).

To see some quick test animations I did with Dynamica: See my Channel on Youtube (http://www.youtube.com/user/Phymec) and my old Google video feed (http://video.google.com/videofeed?type=search&q=source:003869220916693933167&num=25).

Wixman
09-16-2008, 07:10 AM
safe! cheers sphere.

any good??

Aikiman
09-16-2008, 07:21 AM
meh...need a new mac.

YourDaftPunk
09-16-2008, 07:39 PM
Oh man you made my morning! I always thought someone should bring bullet to maya. It's free, its open source, and it is exponentially better than maya's built in rigid bodies (not an exaggeration).

DariuszLacheta
09-16-2008, 11:19 PM
let me ask
still no x64? :) (maya 2008x64)
i read that can be compile for x64 but i couldn't find download link if there is any at all :)
so i am blind or what ? :)

bazuka
09-17-2008, 08:02 AM
ill try to recompile it later today...

Sphere♥
09-17-2008, 11:42 AM
I did a quick de rigueur brick test late last night. :p :rolleyes:
(unfortunately Google's recompression / downsampling muddied it up.)
My first test using Bullet Physics for Maya (http://video.google.ca/videoplay?docid=978394011400954524)

First thing is that Dynamica, right now, is doing a rotation/repositioning to mesh/hull objects when they are turned into rigid bodies; so I haven't been able to test shatters and such. Hopefully that gets fixed real soon! But Bullet is quite fast, perhaps not as fast as PhysX, however I noticed that cube stacking is very solid, don't need to settle stacks, so that is cool; and it appears mesh object don't need to be convex like PhysX, nice. Dynamica is clean and simple, which appeals to me; it's a little limited at this point, but it has great potential. Can't get enough of physics tools. :D

baran
09-17-2008, 09:24 PM
Is there any chance to get this plugin for maya 8.5 - windows 32 bit? If so, please give me the link.

Thanks in advance

rcronin
09-18-2008, 04:16 PM
Walt Disney Studios has released their in-house Dynamica Maya plugin

Disney!!>???? releasing something free to the public?!! W...T....F

Beware. :)

Wixman
09-18-2008, 04:28 PM
Disney!!>???? releasing something free to the public?!! W...T....F

Beware. :)

Yeah, the unlicensed version replaces all your RBs with mickey heads.

erwincoumans
09-19-2008, 01:14 AM
We just build a Mac OS Intel/x86 build of this Dynamica plugin (http://code.google.com/p/bullet/downloads/list), can someone check it out?

There is no installer, just unpack, open a terminal and execute
./install.sh

Are there any volunteers to build the plugin for Win64? If so, please reply at
http://www.bulletphysics.com/Bullet/phpBB3/viewforum.php?f=12

Here is a screenshot of the Mac build:
http://bulletphysics.com/dynamicaScreenshot.png

Wixman
09-19-2008, 08:26 AM
ooh, very fancy.

Sphere♥
09-19-2008, 08:41 AM
Well this is fun, Dynamica is new and actively being developped, very promising indeed.

I'm really surprised at how well Bullet physics handles stacking. I tried a little stress test with a few thousand rigid bodies and right off the bat they didn't move and were rock solid, impressive. I was rolling spheres at the structure and taking out some of it's pillars but it kept standing, so I had to lob a big heavy sphere at it to take it down :) : Bullet Physics Pyramid Destruction with Dynamica for Maya plugin (http://video.google.ca/videoplay?docid=-5686283537206672720).

bazuka
09-19-2008, 09:23 AM
@erwincoumans (http://forums.cgsociety.org/member.php?u=345125)

i would like to help and recompile it for x64 i have dl the source but im missing some files...

yenvalmar
09-20-2008, 12:07 AM
aughhh i had to make a stack fo 20,000 phones, using maya dynamics. i got it to work but it required a lot of creativity. this is exactly what i needed. well, next time :)

DariuszLacheta
09-20-2008, 10:41 AM
Sphere♥ i love to watch your simulation!, can't wait to try it :) x64? :)

bazuka
09-20-2008, 12:59 PM
plugin for maya 2008 x64 is ready :)

let me test it a little and ill post it...

cheers

DariuszLacheta
09-20-2008, 03:27 PM
great bazuka! you are the Man! :) can't wait :)

cheers!

trgTyson
09-20-2008, 03:31 PM
awesome, thanks Bazuka..looking forward to trying it out! :)

artshek
09-20-2008, 04:44 PM
Hi everyone, I'm the software manager at Walt Disney Animation Studios who kicked off this project and cleared the open source release, and the developer was the excellent Nicola Candussi in my group. This is a somewhat duplicate post to a post I made on the bullet physics forums.

Our release of this project is purely based on open source philosophies. Our interest in releasing this open source is that we don't have enough resources at our studio to take it through all the roadmap items that there is potential for within the bullet engine. Internal development will only be driven by our artist needs/requests, but we intend to keep an eye on forum posts like this to extract any ideas that may be beneficial. We'll certainly roll any enhancements back into the community. But, we hope that other independent developers and studios who are excited by the potential will also contribute code back so that it's a truly collaborative development project (and we'll definitely take advantage :thumbsup:).

Please continue to contribute ideas for a desired roadmap on these forums, as well as cool results like those above.

Thanks!
Arthur

bazuka
09-20-2008, 10:57 PM
thank u people, few more test and ill upload it very very soon, and of course big thanks to disney...

cheers

pollart
09-21-2008, 02:53 AM
guys any tutorials with this plg?

thanks

watti
09-21-2008, 10:26 AM
Hi! :) Btw.. my first post here.

Any way, im been using Pysix For maya for awile now, i was trying out Bullet Dynamica now..

Well the interface is nice and all that, But if i serlect like 10 meshes and prec create active rigidbody.. Only 1 gets to a rigidbody.. In physix all gets to activebodys...

Some1 got a mel or dyl that fix that?

//Simon

Sphere♥
09-21-2008, 11:45 AM
watti, that is already fixed in the latest source code! Did you try downloading the latest binary revision (rev5)? And the rotation issue for new rigid bodies will also be fixed for the next release. Nicola (Dynamica author) has also exposed rigid body array component's positions and rotations for MEL scripts in the very latest source code yesterday (will be in next binary rev., or you can compile it now).

Since Dynamica is actively being developped (as well as the bullet physics engine itself), I encourage everyone to try it out and provide feedback.

watti
09-21-2008, 12:26 PM
watti, that is already fixed in the latest source code! Did you try downloading the latest binary revision (rev5)? And the rotation issue for new rigid bodies will also be fixed for the next release. Nicola (Dynamica author) has also exposed rigid body array component's positions and rotations for MEL scripts in the very latest source code yesterday (will be in next binary rev., or you can compile it now).

Since Dynamica is actively being developped (as well as the bullet physics engine itself), I encourage everyone to try it out and provide feedback.


Hmm i dowloaded the REV5 vertion.. Ill try to reinstall then


Edit:

Still the same, selecting all of my object and press activ riggedbody... Only 1 object.. and thas jump to the middle of the scen? Whats wrong

Selecting 1 and 1 works.. but not more!

bazuka
09-21-2008, 12:50 PM
Hi people plugin is ready for download u can check the forum

http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=12&t=2635

have fun

DariuszLacheta
09-21-2008, 02:16 PM
Great! thx bazuka! :)

Sphere♥
09-21-2008, 02:24 PM
watti, did you install everything correctly, including the latest scripts? Try this: download and replace the dynamicaUI.mel in your scripts directory with this latest one: dynamicaUI.mel (http://bullet.googlecode.com/svn/trunk/Extras/MayaPlugin/scripts/dynamicaUI.mel) (right-click Save Target As...).

watti
09-21-2008, 03:02 PM
watti, did you install everything correctly, including the latest scripts? Try this: download and replace the dynamicaUI.mel in your scripts directory with this latest one: dynamicaUI.mel (http://bullet.googlecode.com/svn/trunk/Extras/MayaPlugin/scripts/dynamicaUI.mel) (right-click Save Target As...).

Well im using a Swedish vertion of XP so it installed in C:/Program files/autodesk....

So i moved it to

c:/program/autodesk... Thats all i did..


Well whit your dynamucaUI it worked!! Thanks! :) But still.. all of the objects goes to the center of the scene :O

How to fix that?


Edit: you can simply fix that and what to do i to Contol -z and then "capslock" and z

Pentagramma
09-21-2008, 04:18 PM
I´m trying it out , and it´s really fast! Works like a charm with a lot of objects, congrats to who´s working on this.

But I have a really noob question: how can we connect the original objects to the new dynamic blue geometry? My original objects are hidden, and do not follow the dynamic movement... :blush:

renochew
09-21-2008, 04:48 PM
Hi all, I am very excited to try out this, maya need a new rb solver badly.

I have made a quick test, I have a series of obj mesh imported and trying to convert it into RB, but it change the positon and orientation randomly and the mesh are all over the place, any idea why?

Thanks!

erwincoumans
09-21-2008, 06:17 PM
Hi all, I am very excited to try out this, maya need a new rb solver badly.

I have made a quick test, I have a series of obj mesh imported and trying to convert it into RB, but it change the positon and orientation randomly and the mesh are all over the place, any idea why?

Thanks!

We are fixing the rotation/orientation problem for hull/meshes right now, it should be available soon.

Also, several tutorial movies are available:


Maya Plugin Intro (28Mb) http://www.bulletphysics.com/ftp/pub/test/index.php?dir=physics/movies/&file=bullet_intro.mp4
Using Maya Force Fields (17Mb) http://www.bulletphysics.com/ftp/pub/test/index.php?dir=physics/movies/&file=bullet_fields.mp4
Creating Donuts (11Mb) http://www.bulletphysics.com/ftp/pub/test/index.php?dir=physics/movies/&file=bullet_donut.mp4
Creating Peanuts, used in upcoming Bolt Movie (29Mb) http://www.bulletphysics.com/ftp/pub/test/index.php?dir=physics/movies/&file=bullet_peanuts.mp4
Part of Bolt trailer with Peanuts shot (26Mb) http://www.bulletphysics.com/ftp/pub/test/index.php?dir=physics/movies/&file=BoltPeanutsShot.mov

Hope this helps,
Erwin

Sphere♥
09-21-2008, 06:23 PM
[...]how can we connect the original objects to the new dynamic blue geometry?[...]You can make it a child (edit>parent), but until the rotation bug is fixed, it'll be difficult to line up some of them.

[...]it change the positon and orientation randomly and the mesh are all over the place, any idea why?[...]Yes, it's a bug, as mentionned, it should be fixed for the next version of Bullet.

Edit: oops, Erwin beat me to it.

erwincoumans
09-21-2008, 06:25 PM
Yes, it's a bug, as mentionned, it should be fixed for the next version of Bullet.


Actually the rotation bug is in the Dynamica plugin, not Bullet.

Stay tuned :-)

erwincoumans
09-24-2008, 06:35 AM
Can you check the latest version, and see if the rotation issue is fixed?

http://code.google.com/p/bullet/downloads/list

There are still some occasional 'refresh' issues for the first objects created, but it seems more useable now.
Thanks,
Erwin

Pentagramma
09-25-2008, 12:07 PM
The rotation issue seems to be fixed, thanks!

I'm looking forward to every update on Dynamica - the potential is great.

bazuka
09-25-2008, 06:12 PM
i will make new build for x64 :)

stay tuned...

Digidim
09-25-2008, 06:42 PM
i will make new build for x64 :)

stay tuned...

Thanks in Advance, Bazuka!

bazuka
09-26-2008, 09:18 PM
Dynamica Bullet v2.73 for Maya 2008 x64 is ready for dl

u know where u can find it... ;)

cheers

Als
09-26-2008, 11:08 PM
Hi,
Thats amazing stuff! :thumbsup:
Thanks Mickey! :bounce:
is there plugin for 8.5 as well?
The demo files are in 8.5 format...

Thanks


Als

bazuka
09-27-2008, 12:37 AM
i dont think so Als

Als
09-27-2008, 06:40 AM
Thanks Bazuka,
well, shame, but looks great anyway (the demos).
Just a small question, how you bake the simulations?

Thanks


Als

bazuka
09-27-2008, 09:32 AM
well i could :) make a build for maya 8 and 8.5 but...

:)
p.s check this for bake

http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=12&t=2658

Als
09-28-2008, 03:58 PM
well i could :) make a build for maya 8 and 8.5 but...

:)
p.s check this for bake

http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=12&t=2658

Well, if it doesn't take too much of your time, it would be great.
As I've learned MANY companies get stuck with one version of maya or another for quite some time. I'm hoping we will upgrade to maya 2009, but if it doesn't happen this will be more then great. Plus because of the rule that many great plugins don't get upgraded, I still have to go back sometimes to version 5 in order to do some stuff. Recently I had to got rid of the version 3, which we had a plugin for text (Invigorator), which is shame since they don't have the plugin for inside maya anymore...

Thanks for the link it's brilliant...


Als

bazuka
09-28-2008, 05:53 PM
well from the rumor i got maya 2009 will be buggy as hell, and i think im going to be disappointed in 2009 like in 8.0, man maya 8.0 was the worst rls ever, no1 is making a plugins for 8 any more...

if maya 2009 will be like 8 im crossing to houdini or xsi, i dont want to repeat the previous threads about maya bugs and probl....

cheers

erwincoumans
10-02-2008, 01:58 AM
Installers for Maya 8.5 and 8.0, 32bit versions of the Dynamica plugin have been compiled and can be downloaded here:

http://code.google.com/p/bullet/downloads/list (http://code.google.com/p/bullet/downloads/list)

Enjoy,
Erwin

baran
10-03-2008, 08:40 AM
Thanks a lot Irwin.... Its working great... Trying for f1 car colloide bunch of tyres...

DJ_
10-21-2008, 01:32 PM
How can I convert an array into meshes? The array of objects are not "renderable" meshes and I have no idea of how to get my nicelly simulated array of 750 objects into something that I can shade and render properly. Anyone?

EDIT: I've managed to export the .pdb "cache" files, but I can't get them to work with anything in maya. The tutorial only shows how to use it in houdini and the only mel sctipt that I've found to import pdb into maya keeps crashing as soon as I try to import a file. Anyone knows how to import pdb into maya? ...or maybe convert it into some kind of particle cache that can be read by maya's particles...?

artshek
10-23-2008, 06:36 AM
DJ_, pdb is a Maya native format used at bigger studios (ones with programmers), for moving particle data between applications. We use that at Disney, so we wrote that into the code for ourselves and as an example for anyone else wishing to write their own formats out.

If you don't have programming resources, you can write a MEL script which will bake out the data you want onto instanced objects by using the position[n] and rotation[n] attributes on the rigidBodyArray node on each frame and keyframing that info onto actual mesh instances. This topic is discussed in a post:

http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=12&t=2592&st=0&sk=t&sd=a&start=15

I'm not sure if any code was published, but it should be a good task to get someone's hands dirty.

DJ_
10-24-2008, 07:55 AM
Thanx for the reply artshek.

I'll look around to see if I find any published MELs that does the job, otherwise I'll do my best to make one myself. Even tho I'm really crap at scripting, I like these kinds of challanges. At least now I know where to start...

thomaskc
10-28-2008, 09:21 AM
Are there really no maya 2009 builds of bullet physics? :) especially x64 would be neat :P

watti
10-28-2008, 05:49 PM
Are there really no maya 2009 builds of bullet physics? :) especially x64 would be neat :P


WORD!! :)

That would be awsome... But how powerfull is the new nParticel in this use?

bazuka
10-28-2008, 09:14 PM
@thomaskc (http://forums.cgsociety.org/member.php?u=349767)

soon as i grab some free time i will make a build for maya 2009 x64 :)

so stay tuned...

thomaskc
10-28-2008, 10:41 PM
Sounds awesome ! thanks alot :D

elvis75k
10-29-2008, 11:28 AM
WORD!! :)

That would be awsome... But how powerfull is the new nParticel in this use?

I think nParticels (haha) are way powerfull and better integrated thru the nucleus system.

rustbucket
10-29-2008, 05:49 PM
Any chance for a mac/intel compile for 2009?

cheebamonkey
10-29-2008, 07:19 PM
nah... x64 2009 port for Windows... it's more important. :)

bazuka
10-29-2008, 08:18 PM
@rustbucket

i would like to but i dont have mac osx, sorry...

btw i have recompile it for maya 2009 x64 but something is not working right i have to check....

stay tuned......

erwincoumans
10-30-2008, 05:56 PM
Maya 2009 breaks the Dynamics plugin.

http://code.google.com/p/bullet/issues/detail?id=127

Does anyone have the chance to look into this?

By the way, we plan to add constraints, Bullet cloth and soft body to the Dynamica plugin, with full two-way interaction. Perhaps we add particles later.

sacslacker
10-31-2008, 12:01 AM
Thanx for the reply artshek.

I'll look around to see if I find any published MELs that does the job, otherwise I'll do my best to make one myself. Even tho I'm really crap at scripting, I like these kinds of challanges. At least now I know where to start...

I thought at one time a while back I saw a C program example that came with Maya called readpdb or something obvious like that. I'm not positive though but it's ringing a bell. If I find it, maybe I'll post where I found it.

watti
11-05-2008, 03:50 PM
so any news on the x64 maya 2009 vertion? :)

bazuka
11-05-2008, 08:39 PM
well like erwin (http://forums.cgsociety.org/member.php?u=345125) said there is a probl with maya 2009 API they have changed (as always) something and plugin doesnt work, so ull have to hold on a little...

erwincoumans
01-07-2009, 11:30 PM
Thanks to Lawrence Chai from Disney Animation, the Dynamica physics plugin has been fixed for Maya 2009!

You can download the Dynamica Bullet 2.73 plugin for Maya 2008 & 2009 for Windows 32bit here:
http://code.google.com/p/bullet/downloads/list

Enjoy and happy new year,
Erwin

coldside-digital
01-08-2009, 10:11 PM
I know i'm probably pushing my luck, but 2009 x64?

bazuka
01-08-2009, 10:12 PM
i will make a build for 2009 x64 just stay tuned....

cheers

bazuka
01-10-2009, 09:25 AM
here u go people, have fun (2008/9 x64)

http://rapidshare.com/files/181435556/DynamicaForMaya_64bit.exe

p.s. let me know if u run into any probl

cheers

coldside-digital
01-10-2009, 10:38 AM
Thank you!! Shall install and test now :)

coldside-digital
01-10-2009, 11:07 AM
Using 2009 x64, when trying to create a hull collision, it crashes maya. Happens with both poly and nurbs primitives. Same thing with mesh. Makes it unusable, unless simulating boxes, planes, or spheres.

bazuka
01-10-2009, 11:12 AM
hm? i would like to help u but i think that Erwin is more introduced with that thing....

cheers

erwincoumans
01-11-2009, 06:01 AM
Using 2009 x64, when trying to create a hull collision, it crashes maya. Happens with both poly and nurbs primitives. Same thing with mesh. Makes it unusable, unless simulating boxes, planes, or spheres.
It might be a bug, but before report that, make sure to first create a polygon shape (not nurbs) and then click the 'convex' or 'mesh' button once (while the polygon shape is selected).

The x64 version hasn't been tested yet. If you find a bug, please report it in the Authoring section of the Bullet physics forums:
http://bulletphysics.com/Bullet/phpBB3/viewforum.php?f=12
Thanks a lot,
Erwin

cgbeige
01-11-2009, 11:46 PM
I'd love to try this. can someone compile it for Maya 2009 for OS X Intel?

Als
01-15-2009, 01:51 PM
Hi,
I've tested the plugin and few issues arise:
1. Baking. How to bake mesh or other objects? (as mentioned there is a script for basic primitives only)
2. changing the object from one type to other (like mesh to convex) moves object to random position?
3. normals get really crazy for a bit more complex not convex geometry, so it's hard to see what are you doing really...
4. default shading or any other then the blue doesn't really work.
5. lack of more documentation? ( I guess maybe I haven't found it just yet)
6. Also how to "hold" objects which need to break, before they are hit by a hammer?

For certain things great, but still haven't found solution good for breaking complex objects...
I've tried physx and ncloth, but first is not precise enough, and second is way too slow, but this is for another thread...


Thanks


Al

Als
01-20-2009, 02:01 PM
Can I suggest that some of the threads on this forum should get an honour of becoming sticky?
This for example, the one about Physx, Fluid smoke, etc.

Thanks


AL

Crabtree
01-22-2009, 07:30 AM
I only had the time to try this out quick last night so I might just be missing something obvious. But sometimes when I create a passive plane and add an active rigid sphere and start the simulation the sphere just passes right through the plane ignoring the collision. Did I miss something obvious or is this a bug? I'm using Maya 2008 32-bit.

From the videos I have seen posted in this thread it looks great and my quick tests simulated really fast.

kvalenti
01-24-2009, 08:59 PM
Just want to put my vote in for a 2009 OS X version as well :)

TheNeverman
01-25-2009, 04:15 PM
check your geometry(s) normals - make sure they are facing outward...



I only had the time to try this out quick last night so I might just be missing something obvious. But sometimes when I create a passive plane and add an active rigid sphere and start the simulation the sphere just passes right through the plane ignoring the collision. Did I miss something obvious or is this a bug? I'm using Maya 2008 32-bit.

From the videos I have seen posted in this thread it looks great and my quick tests simulated really fast.

KidderD
01-26-2009, 07:26 PM
Any kind of convex operation causes immediate fatal error.

Using Maya 2009 64 bit on Q6600 machine.

Thanks for letting us see what rigid bodies eventually will look like in Maya.

-heavy-
02-13-2009, 10:39 AM
hey my frnds, i though i give this a try, and now i am a bit confused...


dit i need to install the bullet physics SDK to use Dynamica in Maya, it seems
that it works without it... For what is it good for ?

and are there any updates on the rbd-Tools, to bake the Dynamics for rendering?

joie
02-17-2009, 10:57 AM
Hey, I can't load the MAYA plugin in my 2008 version..., it says it is compiled for a newer API, Does this plugin work on regular MAYA 2008 or I need Ext2 or what?.

Thank's for the info guys.

joie
02-18-2009, 08:22 AM
In the bullet project forum someone writes he has the same problem as me, it would be nice to know wich version of MAYA 2008 is necesary to get this baby working, Extension 2 or what?.

Thank's in advance.

bazuka
02-18-2009, 08:29 AM
hm, well i have recompile plugin for x64 ver of maya, dont know about x86

but i dont think i have probl with x86 plugins are loading normally, and i have ext2

cheers

joie
02-18-2009, 09:03 AM
If you have the MAYA 2008 Ext2, than I guess it's compiled for MAYA 2008 Ext2...

Could anyone compile that for normal MAYA 2008? (I mean the first 2008 release, not Ext2 or Service Pack).

Thank's in advance guys. :)

-heavy-
02-18-2009, 10:42 AM
i know we have the ext 2 not installed here , and it works fine...

joie
02-18-2009, 04:36 PM
I have MAYA64 2008 (no extensions or service packs) with WinXP 64 and doesn't work at all..., Do you have the same system?, if so, I need to do something, but I don't know what to do.

brjig
03-05-2009, 11:08 PM
I cant seem to get the mesh thing to work
I created a helix standard one at 0,0,0 location

then select the helix and then click on "create active rigid mesh body"

It turns blue, makes it all tri's and the it looks like it works, when i push play it falls.

now i create a "passive plane rigid body" it creates a plane and all is good

when i push play the helix just falls thru the plane.

I cant get this to work
any ideas anyone

I even tried a "active hull rigid body" but nothing works.

please help mee

-heavy-
03-06-2009, 06:47 AM
I have MAYA64 2008 (no extensions or service packs) with WinXP 64 and doesn't work at all..., Do you have the same system?, if so, I need to do something, but I don't know what to do.

ähhh, no`p we have XP 32 - so also MaYa32 2008, i hope we update in the near future,
but i have no influence on the buy and selling issue of the department, maybe we´r going to linux first and change the whole pipeline...

RhetoricCamel
03-14-2009, 07:45 PM
maybe I'm missing something, I downloaded the zip file but I have no idea how install this I open the zip file and there's a lot of things in there and I don't know what I'm doing.

rustbucket
03-22-2009, 06:49 PM
Bump for a 2009 OSX version=]

Xaely35
03-28-2009, 10:09 PM
Hi all. First post on that board then i present myself: Charly, french studient, 19 years old...

I'm new on that board, and i'm french then sorry for the language mistakes ^^ and if it's the wrong place for post...

I recently downloaded and installed the disney's dynamica bullet plugin for Maya2009 and i don't manage rendering my simulations...

Please help me because it made me crazy...


I heard about some MEL programming? what about this solution?


Thank you all for answering... http://bulletphysics.com/Bullet/phpBB3/images/smilies/icon_biggrin.gif

cgbeige
03-29-2009, 05:24 PM
Bump for a 2009 OSX version=]

my friend tried to compile it for OS X but it didn't work. I think that because the dynamics have been overhauled in 2009 that it's a lot more work than just recompiling the 2008 plug-in (which is still buggy). I'm personally holding out for some sort of universal OpenCL-accelerated system so we don't have these competing PhysX and non-hardware things.

Check out the OpenCL Havok demos:

http://www.havok.com/content/view/584/96/

cgbeige
03-30-2009, 08:56 PM
it seems that my prayers might be answered:

http://www.bit-tech.net/news/hardware/2009/03/27/nvidia-considers-porting-physx-to-opencl/1

ChaosBlackMagician
04-02-2009, 04:32 AM
can use maya fields without having to attach any of em.

brjig
04-02-2009, 04:35 AM
dont diss the theme parks okay, thats a completely different department

optimus008
05-20-2009, 11:16 PM
Just want to know if anyone has had any luck with the plugin? It nice and fast but still needs some better documentation on it.

gagn
05-24-2009, 10:12 PM
i made a simple scene with some boxes falling on a plane... but it renders black.
anyone give me a hint? feel like a noob.

-heavy-
05-29-2009, 07:44 AM
it seems that you have to bake it..
that will replace the dynamica boxes with renderable content.

the nativ dynamica Plug is for realtime physics in a game engine
so if you want to render it, you have to bake it first....

optimus008
05-31-2009, 11:10 PM
Thanks for the update Heavy, Ill give it a try.

sinovfx
06-02-2009, 05:58 AM
I Just wonder how to back it if there are 1k box in the scence already? anyone get the idea for that, thanks~

gagn
06-03-2009, 08:31 AM
it seems that you have to bake it..
that will replace the dynamica boxes with renderable content.


Did this work for you?
I still can´t render after the boxes are baked.. using Edit>Keys>Bake Simulation
The boxes remain blue.

Any idea?

Sphere♥
07-24-2009, 08:17 PM
Sorry was away... for those trying to bake and or render Dynamica rigid bodies (be it primitives, hull or mesh, discrete or array), try using the updated scripts posted on the Bullet Physics forums: RBD Tools for Dynamica (Bullet for Maya) = utils, bake, etc. (http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=12&t=2658)

Cheers.

(EDIT: Mac Users take note that davegreenwood has compiled the latest version of Dynamica for Maya 2009, see his post over at the bullet forums: mac osx maya 2009 plugin (http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=12&t=3856&p=14434#p14434) )

DariuszLacheta
07-25-2009, 08:39 PM
anyone here using Dynamica for maya 2009 x64 win?

cgbeige
07-25-2009, 09:36 PM
if you use those scripts, make sure to rename Dave's compiled plug-in as "BulletMayaPlugin.bundle" or the script won't realize that Bullet is loaded. Anyway, the plug-in works great. So fast.

Theodocious
07-28-2009, 03:39 AM
anyone here using Dynamica for maya 2009 x64 win?

Yes, I got it working no problem for running huge sims with complicated custom meshes on 2k9 x64. The only problem is that RBD tools is scripted for x32, so no rendering under x64. I guess you could do some import/export magic to get the best of both worlds, but x32 is fine for now.

Anyone know how to control how bouncy objects are?

cgbeige
07-28-2009, 05:12 AM
Anyone know how to control how bouncy objects are?

lower the damping and raise restitution

compo1
07-28-2009, 12:55 PM
apologies if this is really obvious but how do you install this plugin?

Ive downloaded the folder. I tried dropping the .bundle(renamed to BulletMayaPlugin.bundle as recommended in previous post) into my plugins folder, and the icons into the icons folder - then running the dynamica.mel script(nothing happens).

I saw one of the intro vids and the guy had a shelf button - but I presume you add that once the script works

can anyone give me a basic guide to installing?

thanks

Sphere♥
07-28-2009, 04:55 PM
[...]RBD tools is scripted for x32[...]I don't see why... how so?[...]I tried dropping the .bundle(renamed to BulletMayaPlugin.bundle as recommended in previous post) into my plugins folder, and the icons into the icons folder[...]You also need to place the scripts (AEd* and dyn*) in your scripts folder, then simply by loading the plugin in Maya (via the plugin manager under preferences) a new Dynamica shelf should be auto-created.

cgbeige
07-28-2009, 07:09 PM
I'm not on my machine at home but there was a shell script installer in there, wasn't there?

if you see a file ending in .sh, just run that from the terminal by dragging into the Window and hitting enter.

Sphere♥
07-28-2009, 11:18 PM
Another quick little test using davegreenwood's voronoi shatter script (from the shatter help thread) and Dynamica:
Voronoi Simple Structure Shatter with Bullet Physics (http://www.youtube.com/watch?v=pGn3kNCPpHk)
Maya radial force in the center of the sphere, keyframed with an initial magnitude that quickly dies off (like an explosion). Ran the shatter script on the separate objects (using one set of particles); converted to Dynamica rigid bodies and baked using RBD Tools (http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=12&t=2658).

Not a stress test, just playing, less than 200 rigid bodies... fun that the simulations run effortlessly in real-time with bullet physics. I hope their OpenCL development pays off, think thousands of rigid bodies in real-time.

ovspianist
07-29-2009, 01:49 AM
Another quick little test using davegreenwood's voronoi shatter script (from the shatter help thread) and Dynamica:
Voronoi Simple Structure Shatter with Bullet Physics (http://www.youtube.com/watch?v=pGn3kNCPpHk)
Maya radial force in the center of the sphere, keyframed with an initial magnitude that quickly dies off (like an explosion). Ran the shatter script on the separate objects (using one set of particles); converted to Dynamica rigid bodies and baked using RBD Tools (http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=12&t=2658).

Not a stress test, just playing, less than 200 rigid bodies... fun that the simulations run effortlessly in real-time with bullet physics. I hope their OpenCL development pays off, think thousands of rigid bodies in real-time.

i have a question here, do you parent all original objects to the converted bullet meshes? i managed parent all them with a script, but if the naming is not that tidy and things get messy in different groups, is there a solution for that?

Thank you.

Sphere♥
07-29-2009, 03:06 AM
i have a question here, do you parent all original objects to the converted bullet meshes? i managed parent all them with a script, but if the naming is not that tidy and things get messy in different groups, is there a solution for that?[...]As mentionned, I used RBD Tools (http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=12&t=2658) to create the Dynamica rigid bodies. Try creating your Dynamica Hull / Mesh rigid bodies using dynamicaHullMeshForEasyBake.mel from RBD Tools (http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=12&t=2658). (<- read the thread for the "basic workflow")

compo1
07-29-2009, 09:41 AM
thanks sphere and cgbeige - got it working now

cgbeige
07-29-2009, 05:08 PM
just a note that my video was it solving in near-realtime, not a playblast or cache. Even Realflow is not nearly that fast. Hopefully OpenCL Bullet will become a reality some day so that dynamics-dependent plug-in vendors like Blast Code can use it instead of PhysX, which isn't open and is not available on the Mac.

davegreenwood
07-29-2009, 05:55 PM
just a note that my video was it solving in near-realtime, not a playblast or cache. Even Realflow is not nearly that fast. Hopefully OpenCL Bullet will become a reality some day so that dynamics-dependent plug-in vendors like Blast Code can use it instead of PhysX, which isn't open and is not available on the Mac.

Well, I'm not sure how much anyone might really need blastcode etc., with some of the recent open source projects... the release of bullet, ODE, physBam...


BTW you have seen this?
http://forums.cgsociety.org/attachment.php?attachmentid=144739&stc=1

I think we can all look forward to some great dynamics solutions.
Dave

cgbeige
07-29-2009, 11:54 PM
that popup is just a holdover from the Windows port of Bullet. There's no way that Nvidia is porting PhysX to the Mac and the PR people that I spoke to at Nvidia seemed to confirm that it's a gaming technology and there is not much of a Mac gaming market so there are no plans to port it. I don't blame them but the problem is that developers are trying to use PhysX as a general solver – not just for games – and now it's getting in the way of compatibility. Anyway, the time for a GPU-accelerated and open technology is long overdue. Havok has been ported to OpenCL (these demos (http://www.havok.com/content/view/584/96/) are all OpenCL based) so hopefully Bullet will follow suit.

Theodocious
07-30-2009, 12:43 AM
{poorly thought out, now-deleted, thread-derailing drunken rant on why Macs aren't as good for 3D}

sorry guys.

cbamber85
07-30-2009, 11:40 AM
Oops didn't read properly. Edited.

Theodocious
07-30-2009, 12:35 PM
Check out this dynamica test I did:

http://www.youtube.com/watch?v=JXPoLLFGDUo

I was having the issue where if I set the restitution above 1.5, the balls "exploded" from what seemed like interactions that weren't conserving momentum. I tried different ways of damping the reaction but then the bounciness was damped too. Any suggestions?

this was only about 150 rigid bodies, rendered in MR. Took about 4 hours to render 400 frames at 720p

Sphere♥
07-30-2009, 01:06 PM
[...]I was having the issue where if I set the restitution above 1.5[...]Nice video, I like the look. Restitution values should be between 0 and 1... But it's important to note that restitution is calculated from all objects involved in a collision; so if you don't also increase the restitution on your static floors / walls, etc., then balls will not bounce much when they hit them (your explosions were probably due to balls hitting balls). Same thing with friction. Linear and angular damping should also be 0 to 1, where 1 = slow down to the point of stoping, 0 = don't slow down. So basically, if all rigid bodies (static and active) in your scene are set with restitution = 1 and linear and angular damping = 0, you'll get maximum (crazy / excessive) bounce.

DariuszLacheta
07-30-2009, 10:59 PM
anybody have working plugin for maya 2009 x64 win?
i want to play with it too ;)

bazuka
07-31-2009, 06:41 AM
nope ;) i didnt make a new build (recompile it) yet, i hope ill make that for a weekend

stay tuned...

watti
07-31-2009, 07:47 AM
yeah :) i realy like the same :) a plugin for maya 2009 x64 wold be awsome

Sphere♥
07-31-2009, 11:21 AM
Still goofing around / having fun with Dynamica and davegreenwood's Python voronoi shatter script last night. Another simple (and silly) test, this time with a few inactive shards. In this case only the B's upper right was voronoi shattered, and the outside shards were made inactive; the rest of the "B" was made an inactive rigid body. The cylinder was shattered using particles only in the collision area, which produced the larger shards at its end. Around 800 rigid bodies, simulation still ran in real-time with only a slight slowdown during the initial collision. Collision close up slow-mo is combination of: render of 1/4 time frames (from baked keyframes) and video edit frame slow down during impact.
Today's video is brought to you by the letter "B" (http://www.youtube.com/watch?v=k4tbOW5bIfw) :D
(my other tests (http://www.youtube.com/user/Phymec))

Dynamica rigid bodies created and baked using RBD Tools (http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=12&t=2658).

bazuka
07-31-2009, 02:32 PM
Here u go people try and let me know if everything works :D

i have test it on win vista and win 7 ;)

http://rapidshare.com/files/262158773/DynamicaForMaya2009_64bit.rar.html

KidderD
07-31-2009, 04:31 PM
Great work Bazuka !

It even works with the mesh operation. It's a little glitchy, some refresh issues, but it's such a fantastic sim, to be using directly in Maya.

DariuszLacheta
07-31-2009, 07:12 PM
thx bazuka!

i quick test it and looks like it work just fine :)

you are the man! ;)

cheers!

Theodocious
08-09-2009, 08:32 AM
I've been having problems getting the nail constraint to work properly. any tips? I'm using rbd tools and maya 2k9 32 bit under vista 64. possibly my meshes are not subdivided enough

I was also wondering whether you could somehow use springs or elastic resistance type restraints with dynamic, or fake it with baked animated passive rigid bodies

Sybexmed
08-09-2009, 10:10 PM
Great plugin, works wonders.

cgbeige
08-09-2009, 11:54 PM
I've been having problems getting the nail constraint to work properly. any tips? I'm using rbd tools and maya 2k9 32 bit under vista 64. possibly my meshes are not subdivided enough


look around the Bullet forum - I think it's because the constraints aren't finished/buggy.

Sybexmed
08-10-2009, 01:01 AM
Can anyone help me install this for Maya 2009 ? I only see bulletmiaplugin.mll but i dont se a dynamica.so to load like on the video. I get this error when i click the tab // Error: Object not found: 0.

Sybexmed
08-10-2009, 01:37 AM
Never mind i got it to work. Thanks

Sybexmed
08-10-2009, 02:03 AM
Another problem im having is, my RB's just disappear after a while? Anyone else having this problem?

Theodocious
08-11-2009, 01:36 AM
not sure if this is the same problem but now on save and then re-open all my objects have shifted positions! I wasn't having this problem before. got a quite cool sim coming - pythagoras switch thing. any help is greatly appreciated

Sphere♥
08-11-2009, 01:08 PM
I've been having problems getting the nail constraint to work properly. any tips? [...] also wondering whether you could somehow use springs or elastic resistance type restraints with dynamic[...]not sure if this is the same problem but now on save and then re-open all my objects have shifted positions!As cgbeige points out, there might be some answers on the Bullet Forums; see page 3 of this thread on the Bullet forums: mac osx maya 2009 plugin (http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=12&t=3856&sid=53ffd7cd79b599d2a2d6e34b8bad9d0b&start=30) (not just mac specific), re: constraints and saving. I'm not sure, but I think the slider constraint may be able to act like a spring constraint?

Aikiman
08-12-2009, 08:00 AM
I havent read much at the Bullet Forums but I am finding it buggy to hell. I cant even get a decent array sim going, sometimes it lets me build a simple box array other times it wont even after rewind.

davegreenwood
08-12-2009, 09:07 AM
I havent read much at the Bullet Forums but I am finding it buggy to hell. I cant even get a decent array sim going, sometimes it lets me build a simple box array other times it wont even after rewind.

Hi Jeremy, do you have the one from Highend3d here (http://www.highend3d.com/maya/downloads/plugins/dynamics/DynamicaMaya2009OSX-5901.html)? I did produce a couple of duds along the way, but I think this one is working as it should. What's your os version?

Aikiman
08-12-2009, 10:03 AM
OS 10.5.7. Im having a play now with the download you provided and it appears to be working as it should. Looking at the dates of the files, mine were out by 5-6 days so thanks for that.

bazuka
08-13-2009, 11:40 AM
Dynamica For Maya2010 32bit ;)

http://rapidshare.com/files/266899205/DynamicaForMaya2010_32bit.rar.html

this is just for testing, i think that erwin ill make a public one soon...

brjig
08-15-2009, 04:37 AM
Im having some questions on how to get the solver to work

So i have a cube and i shattered it. Then i selected them and put it an active rigid body mesh on it, but when i push play, it just starts crumbling.

What do i have to do, so that its only works, when another active rigid body hits it and it crumbles. for example drop a ball on top of it.

I tries a passive rigid body mesh, but that didnt work.

Can someone help me please

thanks.

Sybexmed
08-15-2009, 05:58 AM
Im having some questions on how to get the solver to work

So i have a cube and i shattered it. Then i selected them and put it an active rigid body mesh on it, but when i push play, it just starts crumbling.

What do i have to do, so that its only works, when another active rigid body hits it and it crumbles. for example drop a ball on top of it.

I tries a passive rigid body mesh, but that didnt work.

Can someone help me please

thanks.

Thats exactly my problem, it just starts crumbling, so i lowered all atributes to 0 so it stays still without crumbling, but i cant get another rigid body primitive to interact with my shattered cube.

davegreenwood
08-15-2009, 10:59 AM
Well, until such times as we have accessible contact and collision data... how about keyframes?

brjig
08-16-2009, 03:03 AM
okay well i have another question

i dont know if im doing this right or not

what is a suitable number for the substeps?

also, i have this problem, where i get interpenetration issues. If it wants to crumble thats fine, but they crumble on top of each-other and then go through each-other. I tried raising the substeps to like 50, but same problem.

I have no idea what im doing wrong, everything seems to be working, no crashes no errors, except this. and i dont know why.

all and any help would be appreciated.

Sphere♥
08-16-2009, 03:21 AM
[...]it just starts crumbling.[...]Yeah, Dynamica does not yet have an option like Nima has called "Force to Sleep". In Nima (PhysX for Maya), the "Force to Sleep" option causes rigid bodies to not simulate until an external force (other than gravity) is applied to them. It would be nice for Dynamica to have something similar. Right now at the first frame when Dynamica initializes rigid bodies, if mass = 0, then Dynamica sets the rb to be kinematic, which means you unfortunately can't keyframe mass to make it active later.

In some of my simple tests I just set the scene up just before collision, then baked the collision simulation, then inserted pre-collision movement by moving the baked keyframes forward. In other tests I did a quick and dirty hack (not gui exposed) to the plugin (dSolverNode.cpp) to override Dynamica's first frame mass <= 0 then set_kinematic(true) logic for shattered objects so that mass can be keyframed for those objects. I guess it would also be possible to do two simulation scenes, one for pre-collision, and one for collision time. Either way, right now you have to be creative to achieve these kinds of shatter effects.

The Bullet Physics Library has many features and functions not yet exploited by Dynamica, or not yet fully exploited / complete. There is a lot of potential there; the hope is that some enterprising programmer(s) take the challenge. But still, a lot can be done with what's there now with a little creativity.

Sphere♥
08-16-2009, 03:42 AM
[...]what is a suitable number for the substeps?[...]As far as I know, substeps are used to deal with situations where collisions can occur between steps; where rigid bodies pass through each other. I don't think there is a limit to the number of substeps, but it obviously slows down the simulation. I think Nicola points out in the documentation that substeps can be keyframed specifically to deal with some collisions without slowing down the entire simulation.

Re: interpenetration. Be careful with your objects' sizes, they need to be big enough to simulate correctly with Dynamica / Bullet. (And note that RBD Tools shrinks the size of collision objects to compensate for Bullet's built-in collision margin of 0.04 units); so if you shattered an object into tiny shards, the resulting rigid bodies might just be too small to simulate correctly. For best results, make sure your rigid bodies are large enough and if you need to simulate a small scale simply increase the gravity and your substeps accordingly; don't make your rigid bodies too small.

brjig
08-16-2009, 04:06 AM
well I uploaded a playblast that I did. Its at 15 substeps and its only 60 rigid bodies, soo there not that small.

http://www.vimeo.com/6124561

The moment of posting this the video is still converting, soo please take a look, and tell me what Im doing wrong. Thanks

bazuka
08-16-2009, 09:53 AM
Dynamica For Maya2010 64bit

http://rapidshare.com/files/267950246/DynamicaForMaya2010_64bit.rar.html

have fun ;)

viki164
08-16-2009, 10:10 AM
Hey Bazuka!
I always get a fatal error whenever I try to do sumthing like create active rigid body array or mesh & when I try to simulate..boom My maya crashes. I experienced same problem with maya 2009 x64 bit & now with maya 2010 x64bit.
Any ideas why is it crashing so often. I cant make this thing work:-(. It didnt prompted me any error while installing. & it loads in maya without any errors. Do I need any extra steps to make it work or behave stable??
thnxs
Vik

Sphere♥
08-16-2009, 12:39 PM
viki164, I think Dynamica sets up the Bullet engine with a default limit of 4096 rigid bodies right now (bt_solver.cpp, solver setup with btDefaultCollisionConfiguration and 4096 limit defined in btDefaultCollisionConfiguration.h ?). I'm not sure how to change that, but it should be doable as Bullet can handle much more.

brjig, can't see, I get "This is a private video".

bazuka
08-16-2009, 02:24 PM
hi vik my friend

well i didnt have any probl running the mll, i tried something simple and it worked cant tell u anything about some complex scenes ;)

could be what Sphere said...

cheers

brjig
08-16-2009, 10:38 PM
sorry Sphere, I didnt know it will automatically become a private video.

try it again

http://www.vimeo.com/6124561

tkdmatt
08-16-2009, 11:00 PM
Hey Bazuka!
I always get a fatal error whenever I try to do sumthing like create active rigid body array or mesh & when I try to simulate..boom My maya crashes. I experienced same problem with maya 2009 x64 bit & now with maya 2010 x64bit.
Any ideas why is it crashing so often. I cant make this thing work:-(. It didnt prompted me any error while installing. & it loads in maya without any errors. Do I need any extra steps to make it work or behave stable??
thnxs
Vik
Hey Vik, I had the exact same problem, trying to create a mesh would give me an instant fatal error, but I managed to resolve it by making sure my scene/objects were clean, I deleted history, centered pivots, froze transformations, and did a mass rename, and it worked fine.

So far it's working fine with collisions and the builtin gravity, but as soon as I add a field such as newton, I get interpenetration warning errors for every object at every frame, anyone else resolved this?

Sphere♥
08-17-2009, 02:32 AM
[...]what Im doing wrong.Your problem is probably that your center of masses are way off, outside the rigid bodies, most likely at world origin. Doesn't make sense, so simulation doesn't. When you create Dynamica hull / mesh rigid bodies the center of mass is the pivot point relative to your object's world origin identity transformations (so just centering pivots isn't enough if your objects aren't world origin based)...

Why don't you just try using RBD Tools (http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=12&t=2658) (dynamicaHullMeshForEasyBake.mel) to create your Dynamica hull / mesh rigid bodies instead, they're there to help. It will allow you to center the pivots while auto-world origining your objects (reverse freeze transforms) to fix your problem, it will compensate for the collision margin, and then allow you to render and bake your rigid bodies after. It will fix your problem.

brjig
08-17-2009, 03:23 AM
You were right, the pivots were at the worldOrigin, I didnt even think about it. Cuz after I ran te shatter script, I never paid attention where the pivot point was.

But now that I know, I will remember that.
And the script worked. Thanks alot.

Now Ima try some more complex desctruction.

Sphere♥
08-18-2009, 02:12 AM
Dynamica For Maya2010 64bit[...]Hi bazuka, I downloaded this file out of curiosity, and I think it may not work. Looks like the scripts & icons are out of date.

Aikiman
08-18-2009, 02:20 AM
Talking icons...my version is missing the constraints .xpm files, anyone got some spares? :)

brjig
08-18-2009, 02:37 AM
how do you apply a texture to the rigid bodies? I cant get rid of that blue color it creates??
does it have to do with baking it in, and then applying it?

Aikiman
08-18-2009, 03:46 AM
how do you apply a texture to the rigid bodies? I cant get rid of that blue color it creates??
does it have to do with baking it in, and then applying it?

yes, bake first then it creates a mesh for your animation enabling you to shade it too. If you read the notes on the bullet forum you will find your answers.

cgbeige
08-18-2009, 06:33 AM
look for the rigid body tools MEL scripts on the Bullet forum

bazuka
08-18-2009, 08:11 AM
@Sphere♥ (http://forums.cgsociety.org/member.php?u=144052)

yeah?

i thought i dl the latest build from server...

ok ill update ;)

Sphere♥
08-20-2009, 02:11 AM
Talking icons...my version is missing the constraints .xpm files, anyone got some spares? :)=>Direct from the Bullet source on Google code (http://code.google.com/p/bullet/source/browse/#svn/trunk/Extras/MayaPlugin/icons). (select the file, then download using the "View raw file" link at the bottom right.)

Aikiman
08-20-2009, 09:26 PM
=>Direct from the Bullet source on Google code (http://code.google.com/p/bullet/source/browse/#svn/trunk/Extras/MayaPlugin/icons). (select the file, then download using the "View raw file" link at the bottom right.)

thanks a bundle! :)

hjmendoza
08-23-2009, 05:09 PM
Hi there,
I have problems with the visibility attribute, the simulation is good, but when I toggle visibility off the simulation stops, Its as the solver depends on the visibility of the obj to sim... weird, maybe Im wrong. I tried to use visibility of groups at up level, keyframes, I tried with dynamicaToggleVisibility.mel of the RBDtools package too but the code its the same as mine and its not working either. I really need to hide the dRBshapes when they are out of the simulation.

Another thing, The active attribute doesnt work when you put keys on it, instead of that, I tried to animate the mass attr and its working, its like the on/off toggle sim per obj.

The dynamicaUI_createActiveMeshRB() doesnt return anything, I dont know how I could add attr to the classes, maybe to return the dRBshape name or at least a boolean.

Im using maya2008 with dinamicaMayaPlugWin32 package

Is any way to fix these problems?
Thanks!

Sphere♥
08-25-2009, 11:36 PM
[...]Is any way to fix these problems?[...]Yeah, I noticed Dynamica needs at least one rigid body visible to simulate, but perhaps it might just need a single one? (off-scene?)

I don't have an Active attribute on my version of Dynamica rigid bodies. I think it was removed at some point. I think Dynamica used to check if not Active -> set kinematic, which prevents a rigid body from simulating. In the latest version it simply does if mass == 0 -> set kinematic (I commented on some of this on the previous page).

dynamicaUI_createActiveMeshRB() (BTW use Hull whenever you can) calls dynamicaUI_createRigidBody() and both are defined in the MEL script: dynamicaUI.mel. Those functions are quite easily modifiable to return the rigid body / shape node or anything you want.

Your points, and others with the Dynamica plugin, should all be correctable, but it takes a C++ Maya plugin resource to address some (except for that last one, that just takes any regular old MEL dude :)).

hjmendoza
08-26-2009, 08:49 AM
Hi there.
Thaks man, I have to do some new test from now on.

So you are telling me I need at least one visible rbd to simulate the others? sounds really weird, I have to test it :)

Speaking about active attr when you use mass = 0 the rbd turns to passive, so if you have two obj in the same position and then make active only one he collides with the other. The mass stuff is not a solution for that kind of situation.

Ok, I didnt realize that I can tweak dinamica.mel, sorry, I will go for it.

Thanks dude!

bazuka
08-26-2009, 09:13 AM
ill upload new build i was away these days...

bjoern
09-21-2009, 04:45 PM
Hey guys, could someone recompile it for 2009 64bit? :)

bjoern
09-21-2009, 04:47 PM
nevermind... found it ;)

lightcache
10-02-2009, 12:01 PM
hi, has anyone seen any useful tutorials for this plugin?

i've seen the peanuts through a tube video tut, but i really wan't to know how i can use it to destroy a building or something like that would be ace.

bazuka
10-02-2009, 01:27 PM
this plugin is just for dynamics not for fracture...

lightcache
10-02-2009, 02:10 PM
oh yes i know it's for dynamics, i was more talking about how one would set up a scene with a pre-fractured building ready for simulation/destruction with the plug-in as i can't find any literature or tutorials explaning how.

vis73
10-13-2009, 08:11 AM
Hi,

Ive set up a scene with davegreenwoods shatter script and have converted to hulls with the RBD tools script (thanks so much for these) Its all working and good. But I have a really basic question....

When I play the sim, it starts to fall apart instantly. Is there anyway to have it hold together until I bang something into it?

Cheers for all your good works.

edit - just read the thread and answered my own question.. doh!

Vis

Nwilco
11-22-2009, 01:33 PM
Im about to start working on some shots involving cities getting destroyed - so skyscrapers collapsing - general chaos. Thats how i found this thread.

Ive got the dynamica plugin - just started playing round with it - some of the sims on youtube look good. I'm also aware of Blastcode but have seen several posts saying its basically had its day. Also because I work on a mac with Maya Ive had to ignore thePixelux DMM plugin as there is no OSX version, same for nshatter - ruins.

So my question is for you guys who have been exploring Dynamica for a while - do you think if I put the time in, Dynamica could be worth taking up for these shots. I realise its in the develpment stage so am not sure if its possible to use in photoreal renders - ie regarding texturing etc.

im working my way throught the thread and bullet forums but any opinions would be much appreciated.

Thanks

Sphere♥
11-23-2009, 03:37 PM
Hi Nwilco, as you might have noticed on Bullet Physics' web site (http://bulletphysics.org/), The movie 2012 made use of the Bullet Physics engine (http://bulletphysics.org/wordpress/?p=132) to simulate buildings collapsing (and general destruction). However, Digital Domain didn't make use of the Dynamica for Maya plug-in, rather they build their own internal simulation system called "Drop" which also uses the Bullet Physics engine (see Millimeter's 2012 Step by Step (http://digitalcontentproducer.com/dcc/revfeat/2012_step_by_step_1113/)).

So, as a rigid body dynamics solver, Bullet is very capable and most importantly, very fast. Dynamica offers access to the basic (at this time) functionality of Bullet's solver, and is quite useable, but don't expect a one button solution for destruction. Along with the scripts from RBDTools (help with baking and/or rendering) and from the "Shatter Help" thread (like user davegreenwood's voronoi shatter), and lots of particle effects (for small debris and dust clouds) you should be able to accomplish some decent destruction ("photoreal" depends on your skill and talent, not Dynamica). Although Maya is not ideal for dealing with tens of thousands of animated discreet objects, if you're thinking of going very large scale.

szewei
11-26-2009, 10:57 AM
Im about to start working on some shots involving cities getting destroyed - so skyscrapers collapsing - general chaos. Thats how i found this thread.

Ive got the dynamica plugin - just started playing round with it - some of the sims on youtube look good. I'm also aware of Blastcode but have seen several posts saying its basically had its day. Also because I work on a mac with Maya Ive had to ignore thePixelux DMM plugin as there is no OSX version, same for nshatter - ruins.

So my question is for you guys who have been exploring Dynamica for a while - do you think if I put the time in, Dynamica could be worth taking up for these shots. I realise its in the develpment stage so am not sure if its possible to use in photoreal renders - ie regarding texturing etc.

im working my way throught the thread and bullet forums but any opinions would be much appreciated.

Thanks

Hi Nwilco!
If you are interested in the DMM plugin for OSX we might be able to help you out... We actually have an internal OSX version. It's not released publicly yet as it hasn't been thoroughly tested, but if you would like more information about it please contact support@pixelux.com.
Thanks!

nelsig
12-01-2009, 10:15 AM
it's not documented on the dynamica google page but it is available for maya 2009 osx on creativecrash (highend3d in the past)...

thanks a lot to "Davegreenwood" for this release

Enjoy !

Szewei : I'm in if you are searching betatesters of your pixelux plugin for osx platform ;)

stooch
12-01-2009, 04:48 PM
Hi Nwilco!
If you are interested in the DMM plugin for OSX we might be able to help you out... We actually have an internal OSX version. It's not released publicly yet as it hasn't been thoroughly tested, but if you would like more information about it please contact support@pixelux.com (http://forums.cgsociety.org/support@pixelux.com).
Thanks!

any chance of putting up example videos that actually look good? the only one that is even remotely impressive is the table being broken by SBDs... I would love to hear more info about that one... like simulation time, polycount etc.. the rest just looks awful. not something id use for anything other than a game engine (even then it looks really ugly and chunky)

can DMM do effects on the same level of complexity as 2012? Would love to give this app a chance it just never really impressed me.

szewei
12-02-2009, 10:55 AM
any chance of putting up example videos that actually look good? the only one that is even remotely impressive is the table being broken by SBDs... I would love to hear more info about that one... like simulation time, polycount etc.. the rest just looks awful. not something id use for anything other than a game engine (even then it looks really ugly and chunky)

can DMM do effects on the same level of complexity as 2012? Would love to give this app a chance it just never really impressed me.

Hi stooch!

Well that's harsh! ;) If you could elaborate on why you find them awful we would appreciate the feedback.

DMM has already been used in production for special effects on a TV series (I'm not sure if I'm allowed to say which one). Others are in the works... It is able to handle more complex scenes but we have nothing to show for the moment because of NDAs. Hopefully some announcements should come soon...

Just to give you an idea about pure simulation time: here is a video (http://www.youtube.com/watch?v=qi81_2zsbVA&feature=related)posted by a user on our forums. 70000 tetrahedrons, 5 hours simulation.

stooch
12-02-2009, 05:20 PM
sorry but I dont have a "kind" setting so just make do the best with what you got lol.

they jut looked very blocky and not enough details/parts. The cliff house looked rubbery, and kind of wrong scale, probably not enough debris too. i mean its a good marketing approach for games about 3-5 years old, but not quite detailed enough for today. the tank vids especially. if you are trying to sell this to maya users who may want to do VFX with your tools, you might want to show a VERY complex scene. for example the table breaking was GOOD. now turn up the pieces by about 4x and have an entire room full of tables, etc.

also how is the workflow? Am i going to have 1000s of individual items to handle?

how about setting attributes? you got some handy ways to manage large piece counts, settings on multiple items, etc?

I want to see how this benefits my production and the actual workflow involved, i have many dynamics plugins installed so istalling yet another one with dubious usability is turned off by your vids...

btw yes im harsh, people tell me all the time, but to be honest, if i didnt like your plugin AT ALL. i owuldnt say anything in the first place and you would have never known why I didnt go with your solution in production.

the tetrahedron example is MUCH better. im not sure if i like the 5 hour sim time though, can you tell me, is it possible to use your plugin as a shatter solver only and then tie it into my solver of choice? for example physx or bullet? im actually doing a little maya plugin coding based on the open source dynamica and im looking at ways to accomplish event based shattering. I want a workflow which keeps maya UI clean and organized too. So how are SDK features of your plug?


Hi stooch!

Well that's harsh! ;) If you could elaborate on why you find them awful we would appreciate the feedback.

DMM has already been used in production for special effects on a TV series (I'm not sure if I'm allowed to say which one). Others are in the works... It is able to handle more complex scenes but we have nothing to show for the moment because of NDAs. Hopefully some announcements should come soon...

Just to give you an idea about pure simulation time: here is a video (http://www.youtube.com/watch?v=qi81_2zsbVA&feature=related)posted by a user on our forums. 70000 tetrahedrons, 5 hours simulation.

georgefox
12-02-2009, 10:32 PM
Is there a version of this compiled for Maya 2010 OSX?

Thanks

szewei
12-03-2009, 08:59 AM
sorry but I dont have a "kind" setting so just make do the best with what you got lol.

they jut looked very blocky and not enough details/parts. The cliff house looked rubbery, and kind of wrong scale, probably not enough debris too. i mean its a good marketing approach for games about 3-5 years old, but not quite detailed enough for today. the tank vids especially. if you are trying to sell this to maya users who may want to do VFX with your tools, you might want to show a VERY complex scene. for example the table breaking was GOOD. now turn up the pieces by about 4x and have an entire room full of tables, etc.

also how is the workflow? Am i going to have 1000s of individual items to handle?

how about setting attributes? you got some handy ways to manage large piece counts, settings on multiple items, etc?

I want to see how this benefits my production and the actual workflow involved, i have many dynamics plugins installed so istalling yet another one with dubious usability is turned off by your vids...

btw yes im harsh, people tell me all the time, but to be honest, if i didnt like your plugin AT ALL. i owuldnt say anything in the first place and you would have never known why I didnt go with your solution in production.

the tetrahedron example is MUCH better. im not sure if i like the 5 hour sim time though, can you tell me, is it possible to use your plugin as a shatter solver only and then tie it into my solver of choice? for example physx or bullet? im actually doing a little maya plugin coding based on the open source dynamica and im looking at ways to accomplish event based shattering. I want a workflow which keeps maya UI clean and organized too. So how are SDK features of your plug?

No problem: harsh comments are good too, that's what makes you improve... :) So thanks for the feedback!
The workflow is pretty simple. It is very similar to how ncloth works. Artists usually understand the basics in less than a week. After that it's all a question of being able to find the appropriate dmm material settings...
As for integrating DMM with Bullet, it is something we are working on in conjunction with AMD (see this announcement (http://www.amd.com/us/press-releases/Pages/amd-announces-new-levels-of-realism-2009sept30.aspx)) but it won't be happening before next year. You cannot do it yourself, as it requires changing how DMM works.
If you have more technical questions you can also ask them on our forum (http://www.pixelux.ch/component/option,com_wrapper/Itemid,62/).

Thanks for you interest in DMM and if you decide to test it, don't hesitate to give us some feedback. :)

erwincoumans
12-03-2009, 03:04 PM
I appreciate the DMM discussion, but can you please create fresh new topic for further DMM discussion? This topic is about Dynamica.

Is there a version of this compiled for Maya 2010 OSX?
Thanks

Not yet. Is there anyone who can create a build and post a link to it on the Bullet forums (http://www.bulletphysics.org/Bullet/phpBB3/viewforum.php?f=12) or in this Dynamica wiki page (http://bulletphysics.org/mediawiki-1.5.8/index.php/Maya_Dynamica_Plugin)?

Thanks!
Erwin

erwincoumans
12-03-2009, 03:12 PM
Update: I wrote a few utility scripts, you can find RBDTools in the Bullet Forums (http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=12&t=2658) to help you bake / render Dynamica rigid bodies (and a couple of other tools).

Hey Sphere, can we include your scripts in the future releases of Dynamica, under the same Zlib license?

Thanks!
Erwin

KidderD
12-03-2009, 04:11 PM
Could the x64 versions be placed on the downloads page as well?

Thanks

ah-fx
12-03-2009, 05:33 PM
Hey guys,

I'm having a little bit of trouble getting dynamica to work

I am running maya 2008 on mac OSX, I have the dynamicMayaPlugin.bundle loaded and I can create rigid bodies with the ui but for the most part nothing will collide. Sometimes I can get an array of rigid bodies to collide with an inactive plane, but that seems pretty hit and miss. So far I cant get anything else to collide and interact.

Do I have to do something extra to get the bullet physics library loaded? or something along those lines?

I apologize for the noob questions.

Adam

ruchitinfushion
12-04-2009, 02:51 PM
Hello ppl after watching 2012 ,every night i got dream Architecture crashing and fear of cracking land.And now i want to do with my eligibility.And i think it's time to dance with dynamica.

Reference:
Land crack (http://www.blastcode.com/gallery/video/sample_leyenda360x240.wmv)
House Explo1 (http://www.blastcode.com/gallery/video/house2b1.wmv)
House Explo2 (http://www.blastcode.com/gallery/video/house2b2.wmv)

But today is my first day on bullet dynamica,so can u help me on how to make this using bullet physics.thnx to bullet and cgtalk

stooch
12-04-2009, 06:10 PM
get ready to do some scripting...

basically you want to pre shatter every piece using some kind of method. like maybe mr greenwoods script, then yuo want to constrain pieces to each other and break the constraints dynamically as stuff flies about and bigger pieces break into smaller ones.

much of this functionality is not yet in dynamica plugins (even though bullet supports this)

DD wrote their own plugin for 2012 using the bullet engine, the other house used max.

hjmendoza
12-04-2009, 06:28 PM
get ready to do some scripting...

basically you want to pre shatter every piece using some kind of method. like maybe mr greenwoods script, then yuo want to constrain pieces to each other and break the constraints dynamically as stuff flies about and bigger pieces break into smaller ones.

much of this functionality is not yet in dynamica plugins (even though bullet supports this)

DD wrote their own plugin for 2012 using the bullet engine, the other house used max.

Just a question, with dynamica are you able to create rbds on the fly? maybe asking directly to the solver and then updating the geo?

ruchitinfushion
12-05-2009, 12:28 AM
@stooch .....Hey thnx 4 reply but u know i don't have ABC of dynamica & bullet so,i think i want to see some basic tuts to do hyper work later.so tell me where can i see tutorial and scripts to learn.thnx

stooch
12-05-2009, 02:09 AM
Just a question, with dynamica are you able to create rbds on the fly? maybe asking directly to the solver and then updating the geo?\

not as far as i can tell. so far you have to pre shatter it. I use parent constraints to make the rbds stick to my model and then turn them off as soon as the solver kicks in. not saying this is impossible with the bullet library, just not with the dynamica plugin.

stooch
12-05-2009, 02:10 AM
@stooch .....Hey thnx 4 reply but u know i don't have ABC of dynamica & bullet so,i think i want to see some basic tuts to do hyper work later.so tell me where can i see tutorial and scripts to learn.thnx

there are none. the dynamica toolikt is a WIP and its far too early for tutes yet. its still missing too many major workflows and the plugin itself requires custom scripting to be usable. so it doesnt make sense to teach people workarounds. AFAIK no one is developin the maya plugins, just poeple compiling it. im looking at the code too but im not an expert c programmer so its a learning process for me.

Sphere♥
12-08-2009, 01:31 PM
Hey Sphere, can we include your scripts in the future releases of Dynamica, under the same Zlib license?[...]Yes, certainly.

chrispy2001
12-14-2009, 10:34 PM
can anyone post the direct link for the dynamica plug-in for maya 2009 64bit? mucho gracious.

ruchitinfushion
12-17-2009, 03:27 PM
hello,plz if u can!then try to make MEL script to use bullet physics..this plug-in is not good at all......hope u can understand why.thnx

tokanohanna
12-19-2009, 06:43 PM
\

not as far as i can tell. so far you have to pre shatter it. I use parent constraints to make the rbds stick to my model and then turn them off as soon as the solver kicks in. not saying this is impossible with the bullet library, just not with the dynamica plugin.

Hey Stooch,

A couple questions. I'm assuming the parent constraints you use are Maya's native constraints. How are you constraining all the pre-shattered pieces? 1-1? How many constraints are you left with in your scene after this process. I was reading a "Making of" article from DD talking about a similar technique. This might actually be what I am looking for.

stooch
12-19-2009, 11:36 PM
Hey Stooch,

A couple questions. I'm assuming the parent constraints you use are Maya's native constraints. How are you constraining all the pre-shattered pieces? 1-1? How many constraints are you left with in your scene after this process. I was reading a "Making of" article from DD talking about a similar technique. This might actually be what I am looking for.

I created a script that iterated my RBDs and used a logic that either
- parent constrained (using maya constraints) the passive RB to my shattered geometry.
- my shattered geometry TO the active RB

I also connected a condition node, that basically compared the solver start frame and the output attribute of the time1 node. So that if the current frame is => the solver start frame, I can toggle the constraints when the rigid solvers kicked in.

I dont think this is the same as DD, because they used actual bullet constraints which break dynmically, based on impact impulses. I am working on the native constraints version right now, just slow going :(

Thing is about 2012 is that on that kind of scale you have to worry about the amount of resources your prefactured geometry takes up, so i believe that you really have to figure out a way to fracture things on the fly AND/OR a way to swap shattered/unshattered sections as the simulation progresses.

tokanohanna
12-20-2009, 02:06 AM
I figured it was pretty complicated. Thanks for the explanation. I'll continue with my method. It's a bit more work, but it gets the job done.

norbertnacu
12-24-2009, 04:16 PM
Hello,
Can someone please try the Bullet Physics plug-in?

Bullet Website:
http://bulletphysics.org/wordpress/

Tutorial:
http://www.bulletphysics.com/ftp/pub/test/physics/movies/bullet_intro.mp4
http://www.bulletphysics.com/ftp/pub/test/physics/movies/bullet_fields.mp4
http://www.bulletphysics.com/ftp/pub/test/physics/movies/bullet_donut.mp4
http://www.bulletphysics.com/ftp/pub/test/physics/movies/bullet_peanuts.mp4
http://www.bulletphysics.com/ftp/pub/test/physics/movies/BoltPeanutsShot.mov

Forums:
http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=18&t=2564

Download:
Bullet (http://www.sendspace.com/file/kdiy92)


Thank You,
Norbert Nacu

reinier1980
01-05-2010, 08:04 AM
deleted my previous message cause found out how to solve my problems.

I do understand now the basics in relation to animating by hand.

Thanx..

HowardM
01-05-2010, 09:42 AM
dont delete your question and not post an answer.
its better to leave it and write your answer so others can learn...
so what did you learn?
;)

reinier1980
01-05-2010, 11:34 AM
dont delete your question and not post an answer.
its better to leave it and write your answer so others can learn...
so what did you learn?
;)

Okay, wont do it next time..

The thing was that I didnt know how to apply bullet in my currect maya pipeline. I saw what the possibilities where but could not translate that to a proper result. Now I experimented for 1,5 day with bullet and have a good understanding for the tool.

So the next thing is to make a experiment movie with bullet to impresse you all. :arteest:
Ill post my feedback for bugs and so on on the bulletphysics forum.
Here I shall contribute to the discussion and post work.

Thnx and c ya

Theodocious
01-05-2010, 03:51 PM
A) in order to make bullet work reasonably well, and do what you want, it's pretty much essential to install the RBDtools MEL scripts, which don't seem to work in the x64 environment

B) dynamica is certainly all around buggier on x64, I just do my physics and baking in 32 bit w RBD tools, then transfer the files back over to x64 once the meshes are baked

reinier1980
01-06-2010, 07:25 AM
I`ll keep on working with the buggy 64 edition. If Bullet has it limitations than I always have the nParticles.

But Ill try to stick to Bullet.



OH MY GOD..!
Yesterday I worked with bullet all the time and I open up the files this morning and they are all corrupted!!
So what is causing this extremely unwanted problem??

From this moment on I cannot choose to work with Bullet 64 bits because its unreliable.
If anybody has any suggestions please tell me.

erwincoumans
01-06-2010, 04:36 PM
I`ll keep on working with the buggy 64 edition. If Bullet has it limitations than I always have the nParticles.

But Ill try to stick to Bullet.

OH MY GOD..!
Yesterday I worked with bullet all the time and I open up the files this morning and they are all corrupted!!
So what is causing this extremely unwanted problem??

From this moment on I cannot choose to work with Bullet 64 bits because its unreliable.
If anybody has any suggestions please tell me.

We are currently working on improving the Dynamica plugin with better constraint support, and fixing some crashing issues (like pressing the 'mesh' button twice). Can you please report issues such as crashes etc in the Bullet issue tracker?
http://code.google.com/p/bullet/issues/detail?id=221

What do you mean by files got 'corrupted' ? There seems to be an issue that if you save the file while the time slider is not reset to zero, the wrong 'initial transforms' are set.

Thanks!
Erwin

Dynamica User Manual:
http://bulletphysics.org/mediawiki-1.5.8/index.php/Dynamica_user_manual

reinier1980
01-07-2010, 09:56 AM
What do you mean by files got 'corrupted' ? There seems to be an issue that if you save the file while the time slider is not reset to zero, the wrong 'initial transforms' are set.


I mean all files cannot be opened again where I used Bullet 2.74 64 bits.
Is this more often reported?

erwincoumans
01-07-2010, 01:58 PM
I mean all files cannot be opened again where I used Bullet 2.74 64 bits.
Is this more often reported?
No, please report it in above issue tracker.
Does Maya crash or is the setup messed up?

What files? .ma or .mb?

Is it easy to reproduce, any file saved in 64bit Maya using Dynamica fails?
Thanks,
Erwin

Sphere♥
01-10-2010, 12:20 PM
[...]RBDtools MEL scripts, which don't seem to work in the x64 environment[...]RBDTools is simply a collection of MEL scripts, it's not specific to any platform, and should run on all Maya platforms with the Bullet plugin. I use them on 64-bit Maya without any problems (my own compiled version of Bullet for Maya 64-bit doesn't behave any different than the 32-bit one). If you have an older copy of RBDTools, they might produce an error if the name of the plugin is different than expected; simply download the updated ones, they will only produce a warning (or simply change the line if (!`pluginInfo -q -l BulletMayaPlugin`)). Different people are compiling the Bullet plugin using different names on different platforms, which causes problems when you try to save a Maya Bullet project on one platform and open it on another.

gejiang315
01-13-2010, 03:27 PM
RBDTools is simply a collection of MEL scripts, it's not specific to any platform, and should run on all Maya platforms with the Bullet plugin. I use them on 64-bit Maya without any problems (my own compiled version of Bullet for Maya 64-bit doesn't behave any different than the 32-bit one). If you have an older copy of RBDTools, they might produce an error if the name of the plugin is different than expected; simply download the updated ones, they will only produce a warning (or simply change the line if (!`pluginInfo -q -l BulletMayaPlugin`)). Different people are compiling the Bullet plugin using different names on different platforms, which causes problems when you try to save a Maya Bullet project on one platform and open it on another.

I have three question( bullet for maya):

1.If I don't need some rigidbodys for a while,just let them disappear or have not effect with other rigidbodys (but do not delete them,because I will use them later),how can I do?
I can't find a attribute just like maya rigidibody's "ignore". :cry:
2.How to STICKY SHATTERS TOGERHER AS ONE PIECE,and it can still collision? :argh:
this link:
http://forums.cgsociety.org/showthread.php?p=6292253#post6292253

#413

3.How to make a force field just effect some rigidbodys , not all rigidbodys.

Thanks! :wip:

erwincoumans
01-30-2010, 04:28 AM
We have been working on several fixes and improved rigid body constraint support for Dynamica.

Can someone try to compile the Bullet svn trunk for various platforms?
Thanks a lot,
Erwin

Rhs_CG
01-30-2010, 06:12 AM
OS X 10.6.2
Maya 2010
Bullet 2.76 r1933 (and r1936)

I'm getting an error showing in hingeConstraintNode.cpp when I try to compile Dynamica:

constraint/hingeConstraintNode.cpp: In member function ‘virtual void hingeConstraintNode::draw(M3dView&, const MDagPath&, M3dView::DisplayStyle, M3dView::DisplayStatus)’:
constraint/hingeConstraintNode.cpp:344: error: no matching function for call to ‘hinge_constraint_t::worldFromB(vec3f, vec3f&)’
./constraint/hinge_constraint.h:69: note: candidates are: void hinge_constraint_t::worldFromB(vec3f&, vec3f&) const
constraint/hingeConstraintNode.cpp:373: error: no matching function for call to ‘hinge_constraint_t::worldFromB(vec3f, vec3f&)’
./constraint/hinge_constraint.h:69: note: candidates are: void hinge_constraint_t::worldFromB(vec3f&, vec3f&) const
constraint/hingeConstraintNode.cpp:375: error: no matching function for call to ‘hinge_constraint_t::worldFromB(vec3f, vec3f&)’
./constraint/hinge_constraint.h:69: note: candidates are: void hinge_constraint_t::worldFromB(vec3f&, vec3f&) const
constraint/hingeConstraintNode.cpp:379: error: no matching function for call to ‘hinge_constraint_t::worldFromB(vec3f, vec3f&)’
./constraint/hinge_constraint.h:69: note: candidates are: void hinge_constraint_t::worldFromB(vec3f&, vec3f&) const
constraint/hingeConstraintNode.cpp:381: error: no matching function for call to ‘hinge_constraint_t::worldFromB(vec3f, vec3f&)’
./constraint/hinge_constraint.h:69: note: candidates are: void hinge_constraint_t::worldFromB(vec3f&, vec3f&) const
constraint/hingeConstraintNode.cpp:385: error: no matching function for call to ‘hinge_constraint_t::worldFromB(vec3f, vec3f&)’
./constraint/hinge_constraint.h:69: note: candidates are: void hinge_constraint_t::worldFromB(vec3f&, vec3f&) const
constraint/hingeConstraintNode.cpp:387: error: no matching function for call to ‘hinge_constraint_t::worldFromB(vec3f, vec3f&)’
./constraint/hinge_constraint.h:69: note: candidates are: void hinge_constraint_t::worldFromB(vec3f&, vec3f&) const


I also included this in the issue tracker.

erwincoumans
01-31-2010, 06:47 PM
OS X 10.6.2
Maya 2010
Bullet 2.76 r1933 (and r1936)

I'm getting an error showing in hingeConstraintNode.cpp when I try to compile Dynamica:

This should be fixed now in the latest trunk, thanks for the report.

I uploaded a new installer for Maya 2009 32bit & 64bit version of the Dynamica plugin based on Bullet 2.76 BETA.
http://code.google.com/p/bullet/downloads/list

What versions of Maya are most important to provide (Maya version, OS platform/ 32/64bits etc)?

Can someone try it, and see if you can load the plugin, and if it works? If there are issues, please report it in the following issue:
http://code.google.com/p/bullet/issues/detail?id=221

Thanks a lot!
Erwin

by the way, we start using cmake to make it easier to build the plugin cross-platform

Rhs_CG
02-01-2010, 12:14 PM
Dynamica for Maya 2010, on OSX and Linux 64-bits would be awesome. I'm trying to get an OSX build for Maya 2010 done, but I'm pretty new at this.

erwincoumans
02-02-2010, 05:40 AM
Dynamica for Maya 2010, on OSX and Linux 64-bits would be awesome. I'm trying to get an OSX build for Maya 2010 done, but I'm pretty new at this.

You can download a precompiled BulletMayaPlugin for Maya 2010 on OSX from http://bullet.googlecode.com

Also, a new Xcode project has been added in the Bullet/Extras/MayaPlugin directory.
Thanks,
Erwin

bazuka
02-02-2010, 08:19 AM
erwin my friend,

installer for x64 ver is copying files into program files x86

ill will send u fixed installer script so installer could install into program files :)

cheers

Rhs_CG
02-02-2010, 05:28 PM
Awesome! Thanks erwin.

erwincoumans
02-19-2010, 05:42 AM
erwin my friend,

installer for x64 ver is copying files into program files x86

ill will send u fixed installer script so installer could install into program files :)

cheers

Sounds good, can you send a patch or updated bullet.nsi?

Note that the main Dynamica source code repository is moved to http://dynamica.googlecode.com (cleaning up the Bullet source tree, moving LibXML and COLLADA etc)

The latest trunk there enables both COLLADA Physics and the new .bullet binary physics export (in case anyone uses it)
Thanks!
Erwin

mckchrn1234
02-26-2010, 12:57 PM
hi,

do any one knows that how to create a bulding model in this? i just stuck plz help me

KidderD
03-03-2010, 02:32 AM
Hi Erwin,

That link doesn't have 2010 x64 on it.

More specifically, this one does:
http://code.google.com/p/bullet/downloads/list

And your link doesn't.

I am able to load the plugin, but I am getting the old array crash errors, and also no matter which rigid I choose, it defaults to a sphere. Is it possible that my machine is too old? It's a dual opteron 285.

I'm just wondering, as it works fine on my work machine.

avillabon
03-06-2010, 04:42 AM
I installed bullet on maya 2009 x64 and it runs perfeclty. I have a question though, is this all the options you are getting (see image) or is there some other menu I am missing..

http://img59.imageshack.us/img59/3334/dynamicabullet.jpg

I have the feeling there are a ton more options to it but for some reason I just cant seem to find them.. is it just me?

thanks

Alex

FluidEdge
03-06-2010, 09:11 AM
I'm getting exactly the same.

The sample videos show more in the shelf but I guess they're just custom scripts.

The solver is quick though! 1000 cubes falling through the air and colliding with a plane took about 3 seconds.

I've only had a very quick play with it but will have a go at some more intensive stuff later.

avillabon
03-06-2010, 03:25 PM
The sample videos show more in the shelf but I guess they're just custom scripts.

Yeah, that's what i saw and got me to wonder... other than that I just realized that you can actually expand the menu that I posted in my last post. Expand it to the right and you get a few more options which i thought was wierd werent there..

Just to dobule check, is anybody getting a dropdown menu or is that only in the training videos?

thanks

Alex

KidderD
03-06-2010, 03:51 PM
I installed bullet on maya 2009 x64 and it runs perfeclty. I have a question though, is this all the options you are getting (see image) or is there some other menu I am missing..

http://img59.imageshack.us/img59/3334/dynamicabullet.jpg

I have the feeling there are a ton more options to it but for some reason I just cant seem to find them.. is it just me?

thanks

Alex

In 2010, I don't even get constraints menu, the scripts are there, but the real problem is, it isn't working at all.... unless I have bunch of rbd spheres needed for a shot.

FluidEdge
03-06-2010, 10:47 PM
I hate it when you have to extend windows sideways to get more options!

It took me about 6 months to work out that the render settings had little trash cans next to camera names so you could delete them from the render script! They were hidden away you had to extend the pop up sideways to reveal them!

avillabon
03-06-2010, 10:49 PM
I hate it when you have to extend windows sideways to get more options!

It took me about 6 months to work out that the render settings had little trash cans next to camera names so you could delete them from the render script! They were hidden away you had to extend the pop up sideways to reveal them!

Yeah.... there should be some kind of visual aid or at least a scroll bar.

Alex

pritk03
03-07-2010, 04:53 AM
hello ,

I am priti from india. I 've completed my animation in mumbai.

avillabon
03-07-2010, 07:26 PM
I created a chain link and then duplicated it 15 times to create a short chain. Then a proceeded to create dynamic meshes from all of them and finally I selected the first and last one to create passive meshes. The problem is that sometimes they will split, what attr do i have to play with so they collide correctly and dont split?

I tried angular and linear damping but that changes the way it simulates i dont know where else to look.

One more thing.. Whenever I simulate everything feels as if it was underwater what I mean is that everything is moving slower than it should is there a workaround for this? I tried playing around with the gravity but then it just looks off..

Thanks

Alex

FluidEdge
03-07-2010, 09:27 PM
I haven't played with this properly yet, but isn't there some kind of simulation rate scale multiplier? I noticed the solids were a bit slow moving. Maybe adding another maya gravity field will help.

avillabon
03-08-2010, 11:52 PM
I haven't played with this properly yet, but isn't there some kind of simulation rate scale multiplier? I noticed the solids were a bit slow moving. Maybe adding another maya gravity field will help.

It could be a solution but this would change the way the simulation behaves :S

Alex

azshall
03-09-2010, 04:18 PM
Hi,
I've tested the plugin and few issues arise:
1. Baking. How to bake mesh or other objects? (as mentioned there is a script for basic primitives only)
2. changing the object from one type to other (like mesh to convex) moves object to random position?
3. normals get really crazy for a bit more complex not convex geometry, so it's hard to see what are you doing really...
4. default shading or any other then the blue doesn't really work.
5. lack of more documentation? ( I guess maybe I haven't found it just yet)
6. Also how to "hold" objects which need to break, before they are hit by a hammer?

For certain things great, but still haven't found solution good for breaking complex objects...
I've tried physx and ncloth, but first is not precise enough, and second is way too slow, but this is for another thread...


Thanks


Al

I also wish there was a way you could specify an individual Rigid to have its own start frame... I know you can set the Start Frame via the Solver but, would be nice if you could override that at the individual rigid level...

I've written some very nice tools which I unfortunately can't release which help in quickly generating objects that break apart. Currently really only useful for hard surface objects but I am getting great results!

meeotch
03-09-2010, 07:33 PM
Working on an "ice hitting the ground" shatter sim, and the one thing I can't seem to get working is the keep-the-pieces-tied-to-the-pre-impact-animation bit.

Reading through the thread, it's suggested to use constraints (maya native?) to make the pieces follow the unshattered object. This only seems to work if mass=0, and keyframing mass doesn't seem to work to release them. Nor does setting the solver Start Time to the impact frame (mass still needs to be 0 for the constraints to work pre-start frame).

The other question is how to make the pieces inherit the pre-impact velocity. If mass were keyframeable, I'm assuming this would be automatic. Since it's not, is the only solution to write a script that calculates initial vel and spin, and sets them explicitly?

Are there scripts to automate this stuff that already exist?

azshall
03-10-2010, 12:18 AM
Working on an "ice hitting the ground" shatter sim, and the one thing I can't seem to get working is the keep-the-pieces-tied-to-the-pre-impact-animation bit.

Reading through the thread, it's suggested to use constraints (maya native?) to make the pieces follow the unshattered object. This only seems to work if mass=0, and keyframing mass doesn't seem to work to release them. Nor does setting the solver Start Time to the impact frame (mass still needs to be 0 for the constraints to work pre-start frame).

The other question is how to make the pieces inherit the pre-impact velocity. If mass were keyframeable, I'm assuming this would be automatic. Since it's not, is the only solution to write a script that calculates initial vel and spin, and sets them explicitly?

If you can't keyframe the mass, you could use expressions to change the value of the mass on specific frames? ... Or use smoothstep or linstep to ramp up/down the mass over time perhaps...

I'm working on a suite of scripts at work, ..that if they work for what I need. I will re-write them at home so I can release them. I'm re-purposing some of the stuff RBD has written (generating hulls, initial states, etc) and making them a bit more friendly to use in a a more laid out control panel ...

The dg_voro_py stuff works great for doing hard surface breaks, etc.. It tends to get a bit "voronoi shatter" look, seems like the voronoi shatter is becoming very identifiable, ...I want to try and figure out how to push different materials in the sim (like wood splintering and splitting, etc...) Digital Molecular Matter does this type of stuff very well.. Bending metal and stuff, which I guess you could use nCloth and the like for...

Als
03-10-2010, 03:48 PM
Would it be possible in the future to include output something like instance point data,
so the array can be used as instancer?
Is it already possible to connect those two arrays?
Also to be able to refresh geometry or replace the geometry for arrays?

Thanks


Als

Als
03-10-2010, 03:56 PM
I see that one can connect attributes from array to for example transformation of object,

connectAttr -f dRigidBodyArrayShape1.position[0] pCube1.translate;
// Connected dRigidBodyArrayShape1.position to pCube1.translate. //
connectAttr -f dRigidBodyArrayShape1.rotation[0] pCube1.rotate;
// Connected dRigidBodyArrayShape1.rotation to pCube1.rotate. //

What would be the best way to get better performance out of this?
If connected through python would this speed it up? (wild wish)
Then you can bake objects with maya bake simulation...

Thanks


Als

azshall
03-11-2010, 09:32 PM
I've found that if i use the createNode command I can create multiple dSolvers. Is it possible to have multiple dSolvers active in 1 scene? It definitely allows me to create extras I just don't know how to hook it up to the rigid bodies I want it to drive...

createNode dSolver;

Once I have the solver, how do I connect it to to the rigid bodies I want it to drive? I've come to find that this might allow me to set the specific start frames I need. Just that functionality alone would be insanely useful! I have a scene where tons of objects are going to be smashed but at different times throughout the shot.. and currently, setting each one in a new scene shot-by-shot is going to be AWFUL :)

azshall
03-12-2010, 01:35 AM
How are people setting up the scenes where rigid objects are static up until they're hit? I can't seem to get it to work at all and it seems like such a trivial thing. I've tried keyframing mass, doesn't work .. I tried movie the start frame, doesn't seem to work.. My collision object just goes right through the objects and nothing breaks.

Ugh ..

ChrisBore
03-13-2010, 12:22 PM
Keyframing mass does work, although it can be a bit hit and miss occaisionally. It can screw up the initial start positions too.

I wrote a script a while back that did just this. I am without maya for the next few days but will post an entry to my blog on how I did it soonish,

take it easy,

chris

redforty
03-23-2010, 03:54 AM
I tried installing the OSX bundle for Maya 2010. I get this error:

// Error: Unable to dynamically load : /Users/Shared/Autodesk/maya/2010/plug-ins/BulletMayaPlugin_2.76.bundle
dlopen(/Users/Shared/Autodesk/maya/2010/plug-ins/BulletMayaPlugin_2.76.bundle, 1): no suitable image found. Did find:
/Users/Shared/Autodesk/maya/2010/plug-ins/BulletMayaPlugin_2.76.bundle: unknown required load command 0x80000022 //
// Error: dlopen(/Users/Shared/Autodesk/maya/2010/plug-ins/BulletMayaPlugin_2.76.bundle, 1): no suitable image found. Did find:
/Users/Shared/Autodesk/maya/2010/plug-ins/BulletMayaPlugin_2.76.bundle: unknown required load command 0x80000022 //
// Error: dlopen(/Users/Shared/Autodesk/maya/2010/plug-ins/BulletMayaPlugin_2.76.bundle, 1): no suitable image found. Did find:
/Users/Shared/Autodesk/maya/2010/plug-ins/BulletMayaPlugin_2.76.bundle: unknown required load command 0x80000022 (BulletMayaPlugin_2.76) //

erwincoumans
03-25-2010, 09:45 PM
If you have feedback including feature requests or other issues, can you file them in the Dynamica issue tracker?

We move to the following repository: http://code.google.com/p/dynamica/
(you can add a reference to your CG Society forum topic, using the #number at the top right)

Also, if anyone is interested in contributing either Maya Mel scripts or improving the code please contribute a patch first, and we can consider giving you SVN write access.

Thanks!
Erwin

chiawhe
04-01-2010, 02:59 AM
Hello. the RBD tool is not working on Dynamica 2.76 with maya2010 x64.

have a new version of RBD tool ?

erwincoumans
05-03-2010, 04:26 AM
The Maya 2011 Windows build for Dynamica Bullet 2.76 plugin is available for download here:
(both 32bit and 64bit/x64)

http://code.google.com/p/dynamica/downloads/list

Thanks,
Erwin

SGIFreak
05-03-2010, 01:21 PM
Great i will try it :buttrock:

mayanic
05-05-2010, 07:58 AM
hi,
unfortunatly I don't know how to compile a x64 version of dynamica . . .

perhaps someone else could do that?!

hope to hear from you soon
br matt

SheepFactory
05-05-2010, 08:16 AM
hi,
unfortunatly I don't know how to compile a x64 version of dynamica . . .

perhaps someone else could do that?!

hope to hear from you soon
br matt

It is already compiled on the link posted above.

mayanic
05-05-2010, 08:23 AM
LOL

so sorry . . .
thx

luispages
05-05-2010, 09:54 AM
Any idea when the plugin will be available for Maya 2011 on OSX?

Lex-DRL
06-01-2010, 04:51 PM
I'd like to ask a question that may seem stupid for someone... How to install Dynamica?
I have downloaded Dynamica v2.76 for Maya 2008 from here (http://code.google.com/p/bullet/downloads/list), launched exe and it told about successful installation.
But when i go to my Plugin manager, there is no Bullet plugin. Did I miss something? Maybe, it's need to be installed to a specific folder?
Maya 2008 WinXP sp3 x32.
I already asked that question at bullet forum, but Erwin didn't have an answer and suggested me to ask it here.

jamesburke
06-02-2010, 12:01 AM
Just a quick question, has anyone out there compiled a Linux 64bit version of Dynamica for Maya 2008?

I would love to get this tool fully integrated into our pipeline at work (using Linux 64 bit machines) and I would like to bypass the windows dependancy to sim the scenes out.

By the way, thanks for all the great tips in this thread, it prevented alot of headaches. :)

- J

Rafel
06-02-2010, 08:50 AM
I'd like to ask a question that may seem stupid for someone... How to install Dynamica?
I have downloaded Dynamica v2.76 for Maya 2008 from here (http://code.google.com/p/bullet/downloads/list), launched exe and it told about successful installation.
But when i go to my Plugin manager, there is no Bullet plugin. Did I miss something? Maybe, it's need to be installed to a specific folder?
Maya 2008 WinXP sp3 x32.
I already asked that question at bullet forum, but Erwin didn't have an answer and suggested me to ask it here.

you will find it in the program files in a folder called (DynamicaBullet2.76_32bit), just copy the plug in, scrips and icons from there to Maya's directory

Lex-DRL
06-02-2010, 02:18 PM
Thank you, Rafel. It helped.
I also tried to do it as it's done by some scripts from creativecrash: I created text file in MayaSettings\modules folder with this text:
+ Bullet 2.76 E:\path_to_folder_where_I_installed_Dynamica
Looks like it works fine, but I'm not sure. It would be great if anyone tell how paths where Maya looks for plugins supposed to be added.
Because, for example, trial of Blast Code doesn't create it's text file under modules folder, but it is in it's own folder outside of Maya and is found by Maya.

redpawFX
06-02-2010, 07:10 PM
Just a quick question, has anyone out there compiled a Linux 64bit version of Dynamica for Maya 2008?

I would love to get this tool fully integrated into our pipeline at work (using Linux 64 bit machines) and I would like to bypass the windows dependancy to sim the scenes out.

By the way, thanks for all the great tips in this thread, it prevented alot of headaches. :)

- J

The latest version of the code should compile pretty easily using cmake on linux. I have gotten it working just fine under linux64 in the past. I can probably lend a hand if you can't figure it out. I'll have a look at the latest code tonight and try to get some current linux compiles for 2008-2011 . If i'm sucessfull I'll post em back here or pass them on to the author for inclusion in the main downloads for the plugin.

johnc
-redpawFX

Rhs_CG
06-03-2010, 06:59 AM
Hey all, I (hope) that I was able to successfully compile Dynamica for Maya 2011 OS X. Would someone try it, and let me know if it works? You can get it here (http://dl.dropbox.com/u/2141398/BulletMayaPlugin.bundle.zip).

Thanks!

jamesburke
06-03-2010, 07:13 AM
I am not down with the programming/compiling side of Linux, so posting a pre-compiled version of the Linux build would be totally awesome.

:)

The latest version of the code should compile pretty easily using cmake on linux. I have gotten it working just fine under linux64 in the past. I can probably lend a hand if you can't figure it out. I'll have a look at the latest code tonight and try to get some current linux compiles for 2008-2011 . If i'm sucessfull I'll post em back here or pass them on to the author for inclusion in the main downloads for the plugin.

johnc
-redpawFX