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Building on OSX fails

What steps will reproduce the problem?
1. $ system_profiler SPSoftwareDataType
Software:

    System Software Overview:

      System Version: Mac OS X 10.6.8 (10K549)
      Kernel Version: Darwin 10.8.0
      ...

2. $ svn checkout http://dynamica.googlecode.com/svn/trunk/ dynamica-read-only
A    dynamica-read-only/glut64.dll
A    dynamica-read-only/Extras
...
A    dynamica-read-only/src/vectormath/vmInclude.h
A    dynamica-read-only/src/CMakeLists.txt
Checked out external at revision 2469.

3. $ cd dynamica-read-only/Extras/MayaPlugin/

4. $ sudo make -f Makefile.mac
Password:
make: *** No rule to make target 
`../../src/BulletDynamics/Dynamics/btContinuousDynamicsWorld.cpp', needed by 
`all'.  Stop.

What is the expected output? What do you see instead?

> Build of Dynamica

What version of the product are you using? On what operating system?

> See above

Please provide any additional information below.

...

Original issue reported on code.google.com by [email protected] on 17 Dec 2011 at 11:01

Changes in node dCollisionShape don't have effects

What steps will reproduce the problem?
1. Create a active rigid body e.g. a sphere
2. Change shape type within node "dCollisionShape1"
3. Adjust the scale values within node "dCollisionShape1"

What is the expected output? What do you see instead?

If I set as new type e.g. box, the visualization should change to a box. Also 
the scale values should be applied correctly.

No change of shape, i.e. still visualization of a sphere with scale (1.0, 1.0, 
1.0)

What version of the product are you using? On what operating system?

Maya 2012, Windows 7 x64

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 27 Nov 2012 at 10:11

btBulletWorldImporter doesn't remove objects from DynamicsWorld that it added itself

You can optionally pass a DynamicsWorld pointer to btBulletWorldImporter when 
its created and it will then automatically add any loaded Bullet objects to 
that Dynamic World, but its deleteAllData func never removes them from this 
DynamicsWorld before deleting them.

I've included an SVN patch that fixes this problem.

Original issue reported on code.google.com by [email protected] on 15 Feb 2011 at 1:48

Attachments:

Extended dynamica tools (MB_dynamica)

Submitted here for inclusion under the ZLib licence per Erwin's request on the 
Bullet Forums:
http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=12&t=5576

Contributor access would be useful since I'm planning continued development of 
these tools.

Original issue reported on code.google.com by [email protected] on 7 Sep 2010 at 5:33

Attachments:

OX bundle doesn't work

What steps will reproduce the problem?
1. svn checkout
2. make and make install (as wiki)
3. I found the bundle as expected in the /Users/Shared/Autodesk/maya/plug-ins

What is the expected output? What do you see instead?
Loading of the plug-in from Maya got  this error:

// Error: line 1: initializePlugin function failed (dynamicaMayaPlugin) // 

What version of the product are you using? On what operating system?
svn checkout http://dynamica.googlecode.com/svn/trunk/ dynamica-read-only 
MacOS 10.6.8

Please provide any additional information below.

Could someone maybe provide a precompiled version of the new dynamica also for 
Mac? Thanks so much!
Benedetta

Original issue reported on code.google.com by [email protected] on 3 Feb 2012 at 11:46

Missing documentation of object and solver attributes

What steps will reproduce the problem?
1. Load the plugin.
2. Try to understand the meaning of object, solver, and debug attributes


What is the expected output? What do you see instead?

Need some clearer breakdowns/definitions for each of the object attributes...
Mass, Restitution, Friction, Linear Damping, Angular Damping, Substeps, Physics 
rate, etc.

What are the limits, what are the effects of extreme values?
What is the intended use and outcome?
What is the real world correlation if any?
Are extreme positive or negative values possible and what will happen?




What version of the product are you using? On what operating system?

latest build from source


Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 25 Mar 2012 at 11:26

dynamicaUI.mel not showing icons/buttons

The issue we are now having is with the dynamicaUI.mel 

We get a mostly empty menu, the tabs and headings (dynamicaUI_createFrame) are 
there but it seems to be missing the buttons/controls . 

'dynamicaUI_createWindow;' 

It seems like the dynamicaUI_createFrame part is working, but then the 
rowLayout and iconTextButtons part isn't. 

(The icons are working fine in the shelf, so it should be finding them fine 
here too).

Sorry I'm not strong enough with mel to figure out the exact issue.

Original issue reported on code.google.com by [email protected] on 3 Feb 2012 at 10:49

Using CollisonShape type BVH results in Maya crashing when the Scene is closed

Note: This feature is not accessable in out of the box 2.78 Dynamica currently. 
You have to update to the latest trunk to get BvhMeshes accesable or change 
this line of code in the .MLL ...

collisionShapeNode.cpp...

 fnEnumAttr.addField("Plane", 6);
    fnEnumAttr.addField("BvhMesh", 6); <-- Line 71 in collisionShapeNode::initialize()
    fnEnumAttr.setKeyable(true);

Change the 6 after BvhMesh to 7 and the BVH type will become available, works 
fine and exports fine. It does however crash Maya when the scene is closed (New 
Scene started or exit Maya).

What steps will reproduce the problem?
1. Create a Passive Mesh with Dynamica or select an existing one in a scene.
2. Bring up its CollisionShape tab and change the Type to "BvhMesh"
3. Select "New Scene" in the File menu to close the scene down, doesn't matter 
if you save the file or not. Maya will crash but your file will not be 
corrupted.

What version of the product are you using? On what operating system?
Maya 2008 Complete on Windows XP



Original issue reported on code.google.com by [email protected] on 13 Sep 2011 at 10:47

Build errors for Maya plugin

Trying to build on Fedora 16.x86_64 with gcc 4.1.2 for maya2010 and having 
numerous issues.

If I use the defaults as they are, I get an undefined symbol error when trying 
to load the plugin. The only thing that got the plugin to load is if I use 
"cmake -DBUILD_SHARED_LIBS=ON" but then the settings menu doesn't load 
properly. 

It would also be nice to be able to just build the maya plugin without having 
to build everything else (if you use cmake from the maya plugin dir the libs 
are not found properly).


Original issue reported on code.google.com by [email protected] on 2 Feb 2012 at 10:34

Dynamica is not deterministic: after rewinding the simulation the simulation runs differently


Currently the Dynamica plugin doesn't reset all internal values, so the 
simulation is different each time.

We need to carefully reset all internal values to guarantee 
deterministic/reproducable results.

See also this forum topic:
http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=12&t=4838


Original issue reported on code.google.com by erwin.coumans on 25 Mar 2010 at 9:42

feature requests Dynamica Maya


1) Breakable constraints! (yes I know this is *somewhat* possible to do already 
in Maya, but you have to use MEL which is slow, especially when you are 
iterating through 20k objects in your scene) This really should be a built in 
feature and running from compiled code so its fast.

2) Sleep / Force to Sleep of rigid bodies.

3) Any way to query through MEL, per frame, the rigidbodies that are in contact 
of each other, their velocity, and their contact points.

Original issue reported on code.google.com by erwin.coumans on 10 Dec 2010 at 12:21

Maya crashes when memory excedes 1 giga.

When creating rb arrays (say, something like 80 x 80 x 80 cubes) Maya crashes 
if the computer memory ussage exceeds exactly 1 giga. 

----
Maya 2009, Windows XP SP3, 2 gigas of ram.


Original issue reported on code.google.com by [email protected] on 30 Jan 2012 at 1:34

Rotations in Blender 2.56 have no impact on TriangleMesh objects and no names are exported.

What steps will reproduce the problem?
1. Export from the new bullet blender configurationa .bullet mesh with a 
TriangleMesh collision shape.

What is the expected output? What do you see instead?
New Blender exporter does not export the rotation of a TriangleMesh properly no 
rotation information is exported. Instead the orientation is defaulted and you 
have to make additional rotations to the rigid body inside of the application 
to format things.

What version of the product are you using? On what operating system?
Blender bullet-2.56-trunk-svn35500-Win32-Release
Windows 7
very recent trunk of 2.78

Please provide any additional information below.
I have attached a sample if you export that triangle mesh with any rotational 
settings you will find the .bullet you get is not rotated.
Also names do not seem to be included in exports in this version.

Original issue reported on code.google.com by erwin.coumans on 16 Mar 2011 at 8:44

Initial plugin load produces: // Error: Object '0' not found.

What steps will reproduce the problem?
1. install plugin
2. start maya, enable plugin
3. click on Dynamica Shelf

alternatively:

1. disable plugin in Maya plugin manager
2. delete Dynamica Shelf
3. close/reopen Maya
4. start Maya, enable plugin
5. click on Dynamica Shelf

What is the expected output? What do you see instead?

expect no errors. instead, // Error: Object '0' not found. is returned

Please use labels and text to provide additional information.


Original issue reported on code.google.com by [email protected] on 18 Feb 2011 at 3:38

could you please compile for maya 2013 on mac os x?

I have tried compiling from source, using wiki howto, but ended with this:

AFX1:MayaPlugin operater$ make -f Makefile.mac
g++ -c bt_solver.cpp -arch x86_64  -DMAC_PLUGIN -DOSMac_MachO_ -DBits64_ -m64  
-DUNIX -D_BOOL -DOSMac_ -DFUNCPROTO -D_GNU_SOURCE  -fPIC -fno-strict-aliasing 
-DREQUIRE_IOSTREAM -Wno-deprecated -Wall -Wno-multichar -Wno-comment 
-Wno-sign-compare -funsigned-char -Wno-reorder -fno-gnu-keywords 
-ftemplate-depth-25 -pthread -Wno-deprecated -fno-gnu-keywords -g  -I../../src 
-I. -I/Applications/Autodesk/maya2013/devkit/include -I../HACD -o bt_solver.o 
In file included from bt_solver.h:51,
                 from bt_solver.cpp:34:
bt_hacd_shape.h: In constructor ‘bt_hacd_shape_t::bt_hacd_shape_t(const 
vec3f*, size_t, const vec3f*, const unsigned int*, size_t, bool)’:
bt_hacd_shape.h:150: warning: unused variable ‘hacdIndices’
/var/folders/jr/jreVeH54FJun63lDaG2ffE+++TM/-Tmp-//cchgSd1t.s:unknown:Undefined 
local symbol LC52
/var/folders/jr/jreVeH54FJun63lDaG2ffE+++TM/-Tmp-//cchgSd1t.s:unknown:Undefined 
local symbol LC53
/var/folders/jr/jreVeH54FJun63lDaG2ffE+++TM/-Tmp-//cchgSd1t.s:unknown:Undefined 
local symbol LC54
/var/folders/jr/jreVeH54FJun63lDaG2ffE+++TM/-Tmp-//cchgSd1t.s:unknown:Undefined 
local symbol LC55
make: *** [bt_solver.o] Error 1

..
when i try use 2012 compiled .plugin in maya 2013, it refuses to load with 
error:
// Error: Plug-in, "dynamicaMayaPlugin" was compiled against too old a version 
of the Maya API and is thus incompatible with the current Maya version. 
(dynamicaMayaPlugin)

so could you please compile it for me or tell me what am i doing wrong?

thanks
Stepan Kuklis

Original issue reported on code.google.com by [email protected] on 24 Jan 2013 at 11:58

Missing buttons from within Build, Constrain, Activate/Break, Bake, PolyCutter Tabs

What steps will reproduce the problem?

1. Installed Dynamica 2.77 for Maya 2009 32-bit (worked fine - team migrates to 
Maya 2011)

2. Installed Dynamica 2.77 for Maya 2011 64-bit (export issues for game 
production pipeline chose to revert to Maya 2009. plugin conflict found so...)

3. Uninstalled Dynamica 2.77 for Maya 2011 64-bit with manual deletion of 
plug-in (Maya 2009 Plugin still not working)

4. Unistalled Dynamica 2.77 for Maya 2009

5. Re-installed Dynamica 2.77 for Maya 2009 (UI elements missing!)

What is the expected output? What do you see instead?

Expect to see buttons to apply settings through calls to functions in mel 
scripts. However, can only see the settings layouts in each tab. In the case of 
[Constrain] and [Activate/Break] tabs the 'Delete Constraints' and 'Deactivate 
Dynamica RB and Constraints' buttons are present!?!

What version of the product are you using? On what operating system?

Dynamica 2.77 for Maya 2009 32-bit, Maya 2009, Windows 7 64-bit Professional

Please provide any additional information below.

I've attached a few screenshots of the UI's errors.

.....

Thanks in advanced for your time - it will mean a lot to me and my dev team. 
Should you care to contact me directly for further info my email is: 
[email protected]

Original issue reported on code.google.com by [email protected] on 3 Mar 2011 at 10:57

Attachments:

Maya 2011 (OSX) compile works, wrong architecture though?

I've tried using the Xcode Project file, and building works (with 27 warnings), 
but when I try to load it 
in Maya, I'm told its the wrong architecture.

Is there some flag somewhere that needs to change? It shows the architecture in 
Xcode as i386, and 
I can't change it otherwise.

Thanks!

Original issue reported on code.google.com by [email protected] on 4 May 2010 at 12:52

Dynamica v2.78 for Maya2010 x64 load error - Debug.dll not found

What steps will reproduce the problem?
1. Install Dynamica 2.78 for Maya2010 x64
2. Attempt to load via plugin manager
3.

What is the expected output? What do you see instead?
should output no errors, instead reports error Debug.dll not found

What version of the product are you using? On what operating system?
v2.78, Win7x64, Maya2010 

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 1 Sep 2011 at 3:03

Framerates other than 24 disable RB initial position at frame 1

What steps will reproduce the problem?
1. Set the scene framerate to anything but 24
2. Create an active rigid body primitive (sphere or cube)
3. Press play

What is the expected output? What do you see instead?
RBs should fall via solver gravity and reset to their initial positions when 
the frame is set back to 1. Instead objects fall but never reset to their 
initial positions when the frame is set back to 1. When the scene is played 
back again, the RBs remain frozen until the frame of their last movement, then 
resume.

What version of the product are you using? On what operating system?
Dynamica v 2.76, Maya 2010, winXP x32

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 8 Sep 2010 at 4:09

Attachments:

Chang Unit from centimeter to meter in Maya, Dynamica still working on centimeter unit

1. Start Maya with centimeter unit
2. Change Unit to meter
3. Create passive plane and 1 unit w/h/d box rigid body, move to 10 unit height 
position.
4. Run sim, box is moving 100 times slower than what it should be
5. If change gravity to -981.0, it looks normal. However I am worried about 
unit used in Bullet, object mass based on density could be very wrong.


Frank

Original issue reported on code.google.com by [email protected] on 6 Apr 2012 at 5:11

Maya 2011 Crash on Rigid Body HACL creation

What steps will reproduce the problem?
1. Create a cube.
2. Enable the plugin.
3. Create rigid body.

What is the expected output? What do you see instead?
Expected result is a rigid body. Result is crash.

What version of the product are you using? On what operating system?
Maya 2011.5, Latest source, Fedora 14.

Please provide any additional information below.
[email protected]

MAYA_DEBUG_NO_SIGNAL_HANDLERS is set.

[New Thread 0x7fff76712700 (LWP 5717)]
Detaching after fork from child process 5728.
Detaching after fork from child process 5729.
Detaching after fork from child process 5730.
Detaching after fork from child process 5731.
Detaching after fork from child process 5732.
Detaching after fork from child process 5733.
Detaching after fork from child process 5734.
Detaching after fork from child process 5735.
Detaching after fork from child process 5736.
Detaching after fork from child process 5737.
Detaching after fork from child process 5738.
Detaching after fork from child process 5739.
Detaching after fork from child process 5740.
Initializing rigid bodies
Deleting rigid bodies
Initializing rigid bodies
Deleting rigid bodies
Initializing rigid bodies
Deleting rigid bodies
Initializing rigid bodies
Deleting rigid bodies
Initializing rigid bodies
Deleting rigid bodies
Initializing rigid bodies
Deleting rigid bodies
Initializing rigid bodies
libpng warning: Ignoring attempt to set cHRM RGB triangle with zero area
Deleting rigid bodies
Initializing rigid bodies
Deleting rigid bodies
Initializing rigid bodies
Deleting rigid bodies
Initializing rigid bodies
Deleting rigid bodies
Initializing rigid bodies
Deleting rigid bodies
Initializing rigid bodies
ERROR : (kFailure): Unexpected Internal Failure

Program received signal SIGSEGV, Segmentation fault.
0x00007ffff60b387a in TdnTimeToUnitConversion::needsConversion(Tplug const&, 
Tplug const&) () from /usr/autodesk/maya2011-x64/lib/libDependEngine.so
(gdb) t
[Current thread is 1 (Thread 0x7fffe3349880 (LWP 5684))]
(gdb) t
[Current thread is 1 (Thread 0x7fffe3349880 (LWP 5684))]
(gdb) bt backtrace
#0  0x00007ffff60b387a in TdnTimeToUnitConversion::needsConversion(Tplug 
const&, Tplug const&) () from /usr/autodesk/maya2011-x64/lib/libDependEngine.so
#1  0x00007ffff60aa950 in TDGcommand::newConnectionToMakeCheckOldData(Tplug 
const&, Tplug const&, bool, bool, bool, Tplug**, Tplug**) ()
   from /usr/autodesk/maya2011-x64/lib/libDependEngine.so
#2  0x00007ffff60aaa74 in TDGcommand::newConnectionToMake(Tplug const&, Tplug 
const&, bool, bool, Tplug**, Tplug**) () from 
/usr/autodesk/maya2011-x64/lib/libDependEngine.so
#3  0x00007fff75917143 in MDGModifier::connect(MPlug const&, MPlug const&) ()
   from /usr/autodesk/maya2011-x64/lib/libOpenMaya.so
#4  0x00007fff74c0f14b in dSolverCmd::redoIt (this=0x4c894c0) at 
dSolverCmd.cpp:130
#5  0x00007fff74c0eca8 in dSolverCmd::doIt (this=0x4c894c0, args=...)
    at dSolverCmd.cpp:78
#6  0x00007fff7589adbb in THcommandObject::doIt(TargList&) ()
   from /usr/autodesk/maya2011-x64/lib/libOpenMaya.so
#7  0x00007ffff63e772a in TmetaCommand::doCommand(TargList&) ()
   from /usr/autodesk/maya2011-x64/lib/libCommandEngine.so
#8  0x00007ffff63e7d9f in Mel_Command_Dispatch(SphNode*) ()
   from /usr/autodesk/maya2011-x64/lib/libCommandEngine.so
#9  0x00007ffff640ddac in node_exec ()
   from /usr/autodesk/maya2011-x64/lib/libCommandEngine.so
#10 0x00007ffff6430620 in f_function_entry_node ()
   from /usr/autodesk/maya2011-x64/lib/libCommandEngine.so
#11 0x00007ffff640ddac in node_exec ()
   from /usr/autodesk/maya2011-x64/lib/libCommandEngine.so
#12 0x00007ffff6430620 in f_function_entry_node ()
   from /usr/autodesk/maya2011-x64/lib/libCommandEngine.so
---Type <return> to continue, or q <return> to quit---
#13 0x00007ffff640ddac in node_exec ()
   from /usr/autodesk/maya2011-x64/lib/libCommandEngine.so
#14 0x00007ffff640dfcf in sophia_call_executable ()
   from /usr/autodesk/maya2011-x64/lib/libCommandEngine.so
#15 0x00007ffff642b5fe in SophiaExecutable::evaluate(void*) ()
   from /usr/autodesk/maya2011-x64/lib/libCommandEngine.so
#16 0x00007ffff63ee9d4 in TcommandEngine::executeCommand(Tstring const&, bool, 
bool, TmelCmdResult*, unsigned int) () from 
/usr/autodesk/maya2011-x64/lib/libCommandEngine.so
#17 0x00007ffff4f9a71d in TscriptAction::execute(Tevent const&, 
TinterpreterResult**) ()
   from /usr/autodesk/maya2011-x64/lib/libExtensionLayer.so
#18 0x00007ffff4f9a7db in TscriptAction::doIt(Tevent const&) ()
   from /usr/autodesk/maya2011-x64/lib/libExtensionLayer.so
#19 0x00007ffff50105f2 in QmayaQtHelper::executeCommandScript(char const*, 
QObject*) ()
   from /usr/autodesk/maya2011-x64/lib/libExtensionLayer.so
#20 0x00007ffff506c2a2 in QmayaIconTextButton::executeSingleClickCommand() ()
   from /usr/autodesk/maya2011-x64/lib/libExtensionLayer.so
#21 0x00007fffecf22bd1 in QWidget::event(QEvent*) ()
   from /usr/autodesk/maya2011-x64/lib/libQtGui.so.4
#22 0x00007fffed242405 in QAbstractButton::event(QEvent*) ()
   from /usr/autodesk/maya2011-x64/lib/libQtGui.so.4
#23 0x00007fffed2db1d7 in QPushButton::event(QEvent*) ()
   from /usr/autodesk/maya2011-x64/lib/libQtGui.so.4
#24 0x00007fffeced151e in QApplicationPrivate::notify_helper(QObject*, QEvent*) 
()
   from /usr/autodesk/maya2011-x64/lib/libQtGui.so.4
#25 0x00007fffeced69fb in QApplication::notify(QObject*, QEvent*) ()
   from /usr/autodesk/maya2011-x64/lib/libQtGui.so.4
---Type <return> to continue, or q <return> to quit---
#26 0x00007ffff4ec2876 in QmayaApplication::notify(QObject*, QEvent*) ()
   from /usr/autodesk/maya2011-x64/lib/libExtensionLayer.so
#27 0x00007fffeda426c3 in QCoreApplication::notifyInternal(QObject*, QEvent*) ()
   from /usr/autodesk/maya2011-x64/lib/libQtCore.so.4
#28 0x00007fffeced5da1 in QApplicationPrivate::sendMouseEvent(QWidget*, 
QMouseEvent*, QWidget*, QWidget*, QWidget**, QPointer<QWidget>&) ()
   from /usr/autodesk/maya2011-x64/lib/libQtGui.so.4
#29 0x00007fffecf39dfd in QETWidget::translateMouseEvent(_XEvent const*) ()
   from /usr/autodesk/maya2011-x64/lib/libQtGui.so.4
#30 0x00007fffecf383a7 in QApplication::x11ProcessEvent(_XEvent*) ()
   from /usr/autodesk/maya2011-x64/lib/libQtGui.so.4
#31 0x00007fffecf5eeb3 in x11EventSourceDispatch(_GSource*, int (*)(void*), 
void*) ()
   from /usr/autodesk/maya2011-x64/lib/libQtGui.so.4
#32 0x00000034a4441e33 in g_main_context_dispatch () from 
/lib64/libglib-2.0.so.0
#33 0x00000034a4442610 in ?? () from /lib64/libglib-2.0.so.0
#34 0x00000034a44428ad in g_main_context_iteration () from 
/lib64/libglib-2.0.so.0
#35 0x00007fffeda6c3ce in 
QEventDispatcherGlib::processEvents(QFlags<QEventLoop::ProcessEventsFlag>) () 
from /usr/autodesk/maya2011-x64/lib/libQtCore.so.4
#36 0x00007fffecf5eccf in 
QGuiEventDispatcherGlib::processEvents(QFlags<QEventLoop::ProcessEventsFlag>) 
() from /usr/autodesk/maya2011-x64/lib/libQtGui.so.4
#37 0x00007fffeda41b55 in 
QEventLoop::processEvents(QFlags<QEventLoop::ProcessEventsFlag>) () from 
/usr/autodesk/maya2011-x64/lib/libQtCore.so.4
#38 0x00007fffeda41dbc in 
QEventLoop::exec(QFlags<QEventLoop::ProcessEventsFlag>) ()
   from /usr/autodesk/maya2011-x64/lib/libQtCore.so.4
#39 0x00007fffeda43b39 in QCoreApplication::exec() ()
   from /usr/autodesk/maya2011-x64/lib/libQtCore.so.4
---Type <return> to continue, or q <return> to quit---
#40 0x00007ffff4ebfd85 in Tapplication::start() ()
   from /usr/autodesk/maya2011-x64/lib/libExtensionLayer.so
#41 0x000000000040e7b4 in appmain() ()
#42 0x000000000041c9a1 in main ()


Original issue reported on code.google.com by [email protected] on 22 Mar 2012 at 7:21

Add support for capsule and cylinder creation/serialization


Currently, Dynamica for Maya only supports sphere, box, plane, convex hull and 
concave triangle mesh shapes.

It would be useful to add capsule and cylinder shape. This would help with 
ragdoll setup.

See also 
http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=12&t=5962&p=21231#p21231

Original issue reported on code.google.com by erwin.coumans on 6 Dec 2010 at 6:36

Linux/Maya 2011 build/install

Hello everyone, 

Sorry if this isn't the appropriate place to post but I'm looking for a way to 
install Dynamica for Maya 2011 on a Suse 11 computer.
Is there somewhere a pre-compiled version of the plug for linux ? I check in 
the download section and it doesn't look like there's such a thing.

If I have to compile it, could someone explain the process ?

Thanks in advance,

Cheers,

Steve

Original issue reported on code.google.com by [email protected] on 16 Jun 2011 at 1:22

btGimpactTriangleMeshShapes crash when used from btBulletWorldImporter unless loadFileFromMemory is used

The way btGimpactTriangleMeshShapes are designed they do not retain ownership 
of their vertex and index data. btBulletWorldImporter currently does not create 
a run time copy of this data so once loadFile() finishes, the 
btStridingMeshInterfaceData structures used during the load are discarded and 
the btGimpactTriangleMeshShape will crash during a debugRender call or 
collision test. 

I've included a patch file that fixes this problem for the time being. It might 
be worth exploring changing the design of btGimpactTriangleMeshShapes to take 
owner ship of this data or to make its own copy of it, but this fix takes care 
of the problem in a way in tune with how btBulletWorldImporter manages data.

Original issue reported on code.google.com by [email protected] on 15 Feb 2011 at 2:00

Attachments:

Build problems using CMake

Perhaps my inexperince with CMake is the cause or contributed to my problems, 
but I had alot of issues getting a working project file to generate with CMake 
so that I could build the Dynmica MLL file. This was using CMake 2.8 on XP 
building for MSDEV 2008 Express.

First off there were no out of the box MSVC project files so CMake was 
required. Not a big deal considering how few people need to build it themselves 
(infact this whole Issue could be ignored on that grounds). 

Next CMake could not "Configure" successfully when browsing to the 
BulletMayaPlugin source directory. I had to manually add the Entry 
BULLET_PHYSICS_SOURCE_DIR to CMake and set it to C:\Bullet to get it Configure 
succesfully. 

Then the MSDEV project files were generated but would not compile as the libs 
for OpenGL were missing from the project. I had to add OpenGL32.lib & GlU32.Lib 
to the Additional Dependicies field in the project settings for both Release 
and Debug (didn't play with any other configurations).

Last, the project would compile but no MLL file would be produced. The Post 
build steps (which involed using CMake to copy a bunch of files) seemed to not 
have translated well to MSDev as there appeared to be no carriage returns 
between commands, but deleting the post build step didn't fix the problem. It 
ended up being caused by the "Output File" & PDB File fields starting with 
backslashes for the subdirectories they were supposed to build in (I guess 
MSDev is too finicky). Changing "\libs\etc etc" to "libs\etc etc" fixed the 
final issue.

Original issue reported on code.google.com by [email protected] on 13 Sep 2011 at 11:50

Maya2008/2009 error - too many children in layout: frameLayoutXX

What steps will reproduce the problem?
1. Install Dynamica 2.78 for Maya2008/2009/2009 x64
2. Click Bullet icon in Dynamica shelf to open main window
3.

What is the expected output? What do you see instead?

Main window should open without error. Instead, the window does not open and an 
error is reported: // Error: Too many children in layout: frameLayoutXX //, (XX 
is a 2 digit integer)

Please use labels and text to provide additional information.


Original issue reported on code.google.com by [email protected] on 13 Oct 2011 at 4:20

Baked sim oscillation, flat tangents, and Euler-ness

What steps will reproduce the problem?
1. Bake a simulation.


What is the expected output? What do you see instead?
There's a very obvious oscillating rhythm to the sim as the frames slow in and 
out at every frame or every other frame from the flat tangents. It's especially 
noticeable with motion blur as every other frame has a different length. It's 
not a huge issue but many curves have Euler flips but all were corrected by 
using the Euler Filter command.


What version of the product are you using? On what operating system?

latest build from source - maya 2011


Please provide any additional information below.

On further examination the oscillation I'm seeing in the animation curves is 
partially from the flat tangents but also inherently part of the sim.

Take a look at the attached maya anim export file.

Original issue reported on code.google.com by [email protected] on 25 Mar 2012 at 11:17

Attachments:

error in dynamica 2.8 installer on win7pro

What steps will reproduce the problem?
1. Instalation of Dynamica 2.80 on win7
2.
3.

What is the expected output? What do you see instead?


What version of the product are you using? On what operating system?
dynamica 2.8 installer on win7pro

Please provide any additional information below.
instaler can't write .modules file because first part of path is missing '/' 
character (i.e. c:UserstomDocumentsmaya instead of c:/Users/tom/ ...)


Original issue reported on code.google.com by [email protected] on 18 Sep 2012 at 5:54

Attachments:

undefined symbol: _ZTV15bt_rigid_body_t (mayaplugin)

Hi I've compiled dynamica 2.76 for Maya 2010 on Fedora 11 Linux 64-bit.  I've 
managed to compile without errors but when I try to load the plugin I get the 
following output:

// Error: line 1: Unable to dynamically load : 
/home/jons/maya/2010-x64/plugins/mayaplugin.so
/home/jons/maya/2010-x64/plugins/mayaplugin.so: undefined symbol: 
_ZTV15bt_rigid_body_t // 
// Error: line 1: /home/jons/maya/2010-x64/plugins/mayaplugin.so: undefined 
symbol: _ZTV15bt_rigid_body_t // 
// Error: line 1: /home/jons/maya/2010-x64/plugins/mayaplugin.so: undefined 
symbol: _ZTV15bt_rigid_body_t (mayaplugin) // 

If anybody can give me some advice on what I've done wrong it'd be much 
appreciated.

Thanks,

Jon


Original issue reported on code.google.com by [email protected] on 5 Aug 2010 at 9:35

Suggest: initial velocity - spin, is not keyable and difficult to change for a long amount of objects

What steps will reproduce the problem?
1.
2.
3.

What is the expected output? What do you see instead?


What version of the product are you using? On what operating system?
2.8

Please provide any additional information below.
not keyable attribute doesen't appear in attribute editor and spreed sheet 
editor, that's annoiing to modify this value to large ammount of object,
If anyone need, I've made this simple MEL to "fix" (sorry i'm newbie in vfx I 
know)
http://www.creativecrash.com/maya/downloads/scripts-plugins/dynamics/c/dynamica-
bullet-tool-by-cily--2

Original issue reported on code.google.com by [email protected] on 11 Oct 2012 at 8:40

Game Friendly Optimizations

I have 3 small feature requests for Dynamica\btBulletWorldImporter to make this 
pipeline optimal for usage in games. These optimizations would probably improve 
performance in Maya as well.

1. Static collision geometry (currently created as Passive RigidBodies with a 
mass of 0) don't actually require btRigidBody classes at run time. Having 
btRigidBodys for such geo unnecessarily adds run time memory usage and sucks 
down cpu cycles. If we could have either a flag specified at load time via 
btBulletWorldImporter to have all Passive Objects created as just 
btCoillisionObjects or have an option in Dynamica to specify which Passive 
Objects are created with btRigidBodies. If its decided to remove the 
btRigidBodies in Maya for such geo, just note that currently the 
‘restitution’ and ‘friction’ values are set in the RigidBody Maya node 
class\panel yet those values are stored in Bullet in the btCollisionObject 
class (and would still be needed to be settable in Maya).

2. Currently all Passive Meshes are being created as 
btGimpactTriangleMeshShapes. For games we need the most optimal collision shape 
for concave static collision geo, which in Bullet would be be btOptimizedBvhs. 
To use Dynamica as a one step exporter for games we really need to be able to 
create these things before serialization to disk.

3. Relatively minor issue, but individual Meshes in Dynamica are being created 
as a single btGimpactTriangleMeshShapes inside of a btCompoundShape, which is 
an unnecessary layer of indirection and expense.

Thank you!

Original issue reported on code.google.com by [email protected] on 15 Feb 2011 at 2:35

feature request: animating input mesh

I'm  trying to  see if this would be possible,  hacking the current  plugin a 
bit  by  writing  dgdirty every frame in an expression,  I can get bullet to 
rebuild the rbdMesh per frame. 

basic expression something like, 
if (mass == 0 ) 
{
dgDirty $rbdNode;
}

if the mass is greater than 0 then it stops rebuilding the mesh at that frame, 
and  then  runs as a rigid body sim as normal. 

should this be possible?,  I looked into  some of the code last night 
and  it seemed to be  possible if I could change the input to the 
collisionShape node to be the actual mesh, and dirty/clean the proper 
plugs,  it should update properly.  I just don't know what else is happening in 
the bullet side of things when the rbdObject is  being re-initialized,  as it 
seems that in my dgdirty hack test, after a rewind, the objects don't get 
re-built back in their proper place to match the animated input mesh.  Still 
trying to test around with this..  I'd love to help make this work and try to 
collaborate on some of the activation / deactivation  stuff too :-) 


Original issue reported on code.google.com by [email protected] on 4 Jan 2011 at 7:48

Can't create rigid body from group of objects

1. select transform node containing child objects 
2. create active hull rigid body

If I try this I get:
// Error: file: C:/Program 
Files/Autodesk/Maya2012/DynamicaBullet2.78/scripts/mbUtils.mel line 77: No 
object matches name:

I'm using Dynamica 2.78 with maya 2012/64 on win7/64.

Original issue reported on code.google.com by [email protected] on 2 Mar 2012 at 2:16

  • Merged into: #8

Soft bodies cannot be transformed correctly

After a soft body has been created, the parent transform of the soft body shape 
node can be modified, but the underlying soft body mesh does not change. Thus 
soft body's can't be transformed after creation at all.


Original issue reported on code.google.com by [email protected] on 29 Feb 2012 at 6:37

Once Set Initial State, all constraints disable collsion between constrainted bodies flag reset to 1

1. Turn off Disable Collisions Between Constrainted Bodies
2. Create two rigid bodies
3. Create any constraints between these two rigid bodies
4. start sim, there is collision between two bodies
5. Set one of rigid body initial states, click Set Initial State or even just 
back to frame 1
6. start sim, collision is off between two bodies

My Maya version is 2012 with service pack 2

Cheers
Frank


Original issue reported on code.google.com by [email protected] on 4 Apr 2012 at 9:48

Soft body enhancements and bug fixes

Bugs :
- User changes to soft body parameters (such as mass) would get "erased" if 
time was set back to 1.  This has now been fixed.

Enhancements:
- Added template for soft body objects to make changing parameters easier
- Added parameters for initial velocity and number of collision clusters
- Cleaned code in general
- Improved doxygen docs

Original issue reported on code.google.com by [email protected] on 24 Feb 2012 at 4:06

Attachments:

request: larger substeps and physicsrate values

Hi

I'm getting intersecting objects at max substep/physicsrate values (100/600) 
with the simulation still running quite fast.

Could the max values possibly be increased or eliminated altogether?

Thank You

Original issue reported on code.google.com by [email protected] on 20 Mar 2012 at 2:18

Can't Bake simulation

1. installed 2. loaded plugin 3. all dynamic working 4. but

error 1. when press Main Dinamica Window - // Error: Too many children in 
layout: frameLayout22 and not opening, when clicking again it opening

error 2. I can't bake simulation - // Error: DSO <Debug.dll > failed to load 
properly or perhaps commandList is incorrect.

Bake is very important for me :d

Versons: Bullet 2.78 32bit, Maya 2009 SP1 32bit, Windows XP SP3

and thanks programmers, bullet is realy great Physic ;)

Original issue reported on code.google.com by [email protected] on 15 Dec 2011 at 5:02

Attachments:

[Request] Could Dynamica add shape name in .bullet file for each object?

.bullet files aren't a bullet version of collada, its just for exporting 
collision and physics nodes\data. Use the COLLADA exporter if you want geometry 
data. If you are talking about vertex data in releation to TriangleMeshShapes 
the shape names are actually exported and accesable through 
btBulletWorldImporter. Pass the ptr of the btCollisionShape in the 
WorldImporter to btBulletWorldImporter::getNameForPointer to get its shape 
name. You can get the Maya transform name simply by deleting the string "Shape" 
from that name.

Original issue reported on code.google.com by [email protected] on 10 Jun 2010 at 11:38

dRigidBody is smaller than mesh, causing intersecting objects

Hi

I thought the low physicsrate caused the intersecting objects, but apparently 
this is the root of it:

steps to reproduce the problem:
1. create polyCube
2. scale cube on all axis
3. create active mesh dRigidBody

I'm on 2.8/rev151/windows/maya2012x64.

Attached are a screenshot of the issue and a sample scene demonstrating the 
problem.

Original issue reported on code.google.com by [email protected] on 22 Mar 2012 at 5:38

Attachments:

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