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[edit] 2.40 Release

[edit] Support for SoftBody Goal weights for Lattices, Curves and Surfaces

NKey weight panel lattice

http://mediawiki.blender.org/uploads/8/83/Lattice_nkey.png

WKey weight popup

http://mediawiki.blender.org/uploads/e/e5/Lattice_weight_pop_up.png

You now can set the weights for curves and nurbs using the "Properties" Panel in the 3D Window

http://mediawiki.blender.org/uploads/e/e5/Curve_properties_panel.png

Demo - http://download.blender.org/demo/test/2.40/softbody_curve_lattice.blend

Note - Surface Objects don't support edge stiffness yet


[edit] 2.43 Release

[edit] softbody

1. UI review -> disabling options when not available .. giving hints why ( even tried to give useful tooltips )

1.1 give some more user control to the solving process (mins,maxs).. optional feedback on the console

2. replacing ugly object level 'sumohandle' with SB (private runtime) level/pointer 'scratch' which holds runtime data like cached collider data and more .. and it's thread save this way :)

3.related no 2. write a 'private' history of collision objects to ease the 'fast' collider tunneling syndrome'

4. some <clean> optimizations, 3-BSP for self collision, general AABB checking before ever going to collision details

5. some <dirty> (in the sense of inaccurate physics that do not create much negative results to the simulation) little tricks to make things faster

.. ..fuzzy collision situation bypass .. forward collision resolution


Added a less 'strict' solver step size control. Cuts down needed loops to a 1/5 in 'regular' collision situations. So why be a maths smartass when we want to do a skirt in a breeze :) Is on by default, old mode can be turned on with the 'O' button beside the RK-limit.

 Some minor fixes to the UI
 nice little 'debug' feature
 SHIFT_ESC breaks baking without throwing away the baked keys
 so you can check the solution calculated so far
 baked sb replay checks for NULL pointers in keys -> motion will stop there
 even saving and loading to file works here,
 but i would not expect it to do so
 humm .. may be i'll add a dirty flag for that
 
 nicer kinematics in self collision -> blending to complete inelastic impact
 now does something close to real physics
 
 first steps towards aerodynamics
 anisotropic friction
 springs 'see' their movement in media
 --> see surrrounding  media does not move and/or reacts on wind
 (*for now  needs to have a pseudo collider araound  -> that is: add a cube in the same layer
 and make it a deflector  *)
 
 softbody update -> self collision search takes 1/3 of the time here
 this one should work nice --> (you should not link to internal info!)


humm .. well .. as some of you might know, i tried to write some docs --> http://mosebjorn.altervista.org/newsb/ response looks like 3 bins : 1. Ahh! that's what i've been waiting for. 2. Nice, but i don't need it. 3. Yelling for 3.1 'get it faster' (yup .. we're doing our very best) 3.2 'make it easier to use' .... well .. some users do know what they are doing proof --> see --> http://blenderartists.org/forum/showthread.php?t=88065 . 3.3 'add another UI control for *schlotziness*' sigh .. see 3.2

Working example of cloth simulation using softbody. http://www.wikiupload.com/download_page.php?id=82954 (Contain a few packed textures)