[resolved] serialization differences depending on Blender
Posted: Wed Apr 04, 2012 6:47 pm
Hi,
I'm using the technique to export a Bullet file (the scene has static objects, dynamic rigid body objects, and ragdolls) from within the Blender Game Engine via a keyboard controller hooked up to my export script. This process seems to work pretty well, with one issue.
I am seeing slightly different results when using Blender-64 or Blender-32. I suspect the issue is in the Bullet serialization. When my 32 bit application loads the Bullet file exported from Blender 32 bit on a 32 bit PC, I see no problems. If I use the same Bullet file (still from 32 bit Blender) on a 64 bit PC with my 32 bit application, I see bad floating point values (e.g. -1.#IND) for at least one of the ragdoll objects (btCollisionObject has a bad m_basis in its m_worldTransform).
All these tests are in Windows.
I am in the process of testing an export with 64 bit Blender for my 64 bit PC (with 32 bit application). I will post back with these results later today.
Where might this difference be coming from? Is it Bullet serialization or deserialization or both? Has anyone else experienced this?
I found that I need to use a 32-bit build of Blender to export a file. I performed this on my 64-bit PC, but I'm not sure if the platform is important.
Thanks for any tips!
I'm using the technique to export a Bullet file (the scene has static objects, dynamic rigid body objects, and ragdolls) from within the Blender Game Engine via a keyboard controller hooked up to my export script. This process seems to work pretty well, with one issue.
I am seeing slightly different results when using Blender-64 or Blender-32. I suspect the issue is in the Bullet serialization. When my 32 bit application loads the Bullet file exported from Blender 32 bit on a 32 bit PC, I see no problems. If I use the same Bullet file (still from 32 bit Blender) on a 64 bit PC with my 32 bit application, I see bad floating point values (e.g. -1.#IND) for at least one of the ragdoll objects (btCollisionObject has a bad m_basis in its m_worldTransform).
All these tests are in Windows.
I am in the process of testing an export with 64 bit Blender for my 64 bit PC (with 32 bit application). I will post back with these results later today.
Where might this difference be coming from? Is it Bullet serialization or deserialization or both? Has anyone else experienced this?
I found that I need to use a 32-bit build of Blender to export a file. I performed this on my 64-bit PC, but I'm not sure if the platform is important.
Thanks for any tips!