Hi everyone, my name is Harrison Nordby. My brother, Ross, wrote BEPUphysics, an open source physics library for C#. http://www.bepuphysics.com/
We decided that blender was the best solution for creating our game's content. So, I integrated BEPUik (a full body inverse kinematics library) into my custom build of blender. https://www.youtube.com/watch?v=lG3uKYQTVj4 http://wiki.blender.org/index.php/User:Squashwell I've used a few sloppy hacks to get it situated. Even so, it does "work." Would the blender foundation be interested in something like this for trunk? Are there plans to "node-ify" rigging? If so, I think it would be a good idea to wait until then to integrate BEPUik. My current implementation places BEPUik constraints on the constraint stack, but this isn't analogous to how BEPUik constraints work. Conceptually, BEPUik constraints are evaluated simultaneously. Also, I've hard coded the solving order like this: Animation data -> Solve All bepuik constraints -> Solve other blender constraints This is an arbitrary ordering, and it "works" in most cases, however there are places where it doesn't give as good effect as it could. A proper implementation of nodal rigging would give the user the ability to define these arbitrary relationships. There are a lot of other areas to discuss, but I'll leave it there for now; thanks for your time. _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
