Juzwa Posted February 23, 2015 Share Posted February 23, 2015 Hi, How can I bring an animated object to dopnet to collide and make bindings with other geometry in bullet? Quote Link to comment Share on other sites More sharing options...
Nico Posted February 23, 2015 Share Posted February 23, 2015 (edited) Hi, under the Rigid Bodies Shelf there is a Deforming Object Tool. Select your animated geometry and then klick on the Deforming Object Shelf Tool .... that's all! Edited February 23, 2015 by Nico Quote Link to comment Share on other sites More sharing options...
Juzwa Posted February 23, 2015 Author Share Posted February 23, 2015 Thanks. And what if I want to create connections for constraints for this animated object? Does bullet support such a feature? Quote Link to comment Share on other sites More sharing options...
Nico Posted February 24, 2015 Share Posted February 24, 2015 Hi, Can you describe what you want to achieve? Here is a good overview of the bullet solver and what you can do. From min. 28:00 he talks about constraints in DOPs. You can even download scene files! https://www.sidefx.com/index.php?option=com_content&task=view&id=2622&Itemid=344 Quote Link to comment Share on other sites More sharing options...
Juzwa Posted February 24, 2015 Author Share Posted February 24, 2015 I have a scene: a spinning wheel. The tyre explodes but some fragments still stayes attached to the spinning part. So the best would be to make constraints to the spinning part. But how to make this work in bullet? I have never seen anything simmilar to this. Quote Link to comment Share on other sites More sharing options...
rayman Posted February 24, 2015 Share Posted February 24, 2015 (edited) Check several topics below: http://forums.odforce.net/topic/21960-constraint-woes-pinning-two-different-packed-objects-together/ Edited February 24, 2015 by rayman Quote Link to comment Share on other sites More sharing options...
Juzwa Posted February 24, 2015 Author Share Posted February 24, 2015 Thanks rayman I will go through this, however on the first look this vex code looks extremely complicated Quote Link to comment Share on other sites More sharing options...
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