View Full Version : Blender 2.5 Rigid Bodies
stevecullum 10-13-2009, 11:11 PM Just thought I would take a look at this new blender and I'm really impressed! I didn't like the interface on earlier releases, but this 2.5 one is great. I can make blender behave more the way I'm used to working and its really easy to learn. :)
However, I'm wondering how the RBD's can be used - there doesn't seem to be a way to use them outside the game engine. Is there anyway to bake them to mdd's or something?
Thanks
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Yecire
10-14-2009, 02:11 AM
When you say "outside the game engine", do you mean inside of Blender still (as part of an animation), or in a different program?
CorsairX
10-14-2009, 04:32 AM
I can't find the announcement, but Arystan is currently working on integrating Bullet (the physics engine used by Blender's game engine) into Blender proper. Judging by the meeting notes (published here (http://www.blendernation.com/bringing-back-2-4x-stuff-in-blender-2-5/)) he's making progress.
It's definitely a target (http://wiki.blender.org/index.php/Org:Institute/Open_projects/Durian/Features_wishlist)as part of the Durian project!
stevecullum
10-14-2009, 09:33 PM
Yes I meant for use outside of the game engine. Great news about the plans to integrate bullet into the main program though! :)
Yecire
10-14-2009, 10:36 PM
Not sure if it will help, but there are 2 ways to get keyframe animation from a Bullet simulation in 2.4x:
1) Go into the GE [P] to run the sim, then use Game>Record Game Physics to IPO menu options in the top header.
2) An easier (and I believe better, in terms of the recorded animation speed) way is to press [Shift+Ctrl+Alt+P], which does the same thing without going into the GE.
You still have to set your objects' dynamics settings in the Logic panel [F4], of course. Both methods will put keys on every frame, so you may want to simplify the IPOs (scripts for that?), then export that animation ... though I'm not sure what options there are for that, either.
I too, can't wait for the 2.50 integration ... :beer:
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