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From bullet to blender
Posted: Mon Jun 06, 2011 12:43 am
by MarCoZ
Hi,
Is there any way to export the world from bullet back to blender ? Thanks in advance.
Re: From bullet to blender
Posted: Wed Jun 08, 2011 5:57 am
by Erwin Coumans
Not that I'm aware of.
We could write a .bullet importer for Blender, or manually create a .blend file (that would be hard but not impossible using BlendParse).
If you are using Blender, you can also directly use the .blend files, and read all physics data from there.
Thanks.
Erwin
Re: From bullet to blender
Posted: Fri Jun 10, 2011 10:54 pm
by MarCoZ
Sure Erwin, I would really like to collaborate on a bullet loader for blender. It woul be really useful for all of us who want to make nice renders at some given stills of the physics simulation.
I wonder now, where is the best point to start. I don't have experience with these projects inner workings.
Re: From bullet to blender
Posted: Sat Jul 16, 2011 3:58 pm
by jaocarsan
Hello,
Im getting a strange situation with the inverse process "Blender to Bullet" but when modelling.
First I get this:
Then, trying to figure it out what's happening, I made a simple cube(1,1,1) and the cylinder:
I use same coordinates from Blender at Bullet code:
Code: Select all
btCollisionShape* chassisShape = new btBoxShape(btVector3(1.0f,1.0,1.0f));
btCompoundShape* compound = new btCompoundShape();
btTransform localTrans;
localTrans.setIdentity();
localTrans.setOrigin(btVector3(0,0,0));
compound->addChildShape(localTrans,chassisShape);
btTransform trans;
trans.setIdentity();
trans.setOrigin(btVector3(0,0.5,0));
btCollisionShape* BackCyl= new btCylinderShapeX(btVector3(1,1,1));
compound->addChildShape(trans,BackCyl);
tr.setIdentity();
tr.setOrigin(btVector3(0,0,0));
m_collisionShapes.push_back(compound);
m_carChassis = localCreateRigidBody(300,tr,compound);//chassisShape);
Further more I export to ".bullet" from Blender:
And directly from Bullet to ".bullet":
It is just a simple coordinate adjustment, but i can't figure it out witch?
Thanks for Help!