stk Posted May 18, 2014 Share Posted May 18, 2014 Hello everyone, I've been researching 2D physics simulation in Houdini, as opposed to using, say, After Effects with the Newton plug-in. I went straight to Bullet knowing that the engine has been used in 2D platformers, and it turned out that constraining all movement to the XZ plane is quite a straightforward process in C++: rigidBody->setLinearFactor(btVector3(1,0,1)); rigidBody->setAngularFactor(btVector3(0,1,0)); However, I couldn't find the equivalent settings for the Houdini implementation. Blender, for example, has the Location Constraint Actuator which can do the equivalent of the code above. Have I missed something in the Bullet data/solver? Also, how would you approach the problem if you were tasked with creating a 2D simulation in Houdini? I'd appreciate any and all advice! Quote Link to comment Share on other sites More sharing options...
knekke Posted June 3, 2019 Share Posted June 3, 2019 Sorry for digging out this old thread, but what would be the way to do this these days? Quote Link to comment Share on other sites More sharing options...
gupon Posted June 11, 2020 Share Posted June 11, 2020 I am interested in this too... Quote Link to comment Share on other sites More sharing options...
nuki Posted June 13, 2020 Share Posted June 13, 2020 (edited) Its not the most beautiful solution, but seems to work: 2Dbullet.hiplc would be interesting to see how well this works with constraints. To fix the rotations for a "true" 2D look I'd have to decompose the packedfulltransform. I'll have a look at that tomorrow. Edited June 13, 2020 by nuki Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.