[Sidefx-houdini-list] Ode Solver : Custom Collision Geom
dank at imageworks.com
Fri Jun 15 12:17:14 EDT 2007
ODE can handle tri-meshes, but it's not super fast or stable from my
experience. I think they now have various options for different trimesh
libs to try and I'm sure some are better then others.
The beauty of ODE is that it works on very simple primitives
Cube, sphere, capsule, plane.
This keeps it really fast in that each primitive has a well defined
inside/outside and are quick to test for collisions.
The paradigm for ODE is to make "composite" objects for more complex
shapes.. you can have any combination of the base prims and arrange them
to approximate the shape of your 3d model.. then define those shapes as
a composite object, meaning they will act as one body.
There are a couple of examples of this in the sample hip file that's
stored in the ODE solver package on sourceforge.
If you want to get your hands dirty you can try tri mesh or convex hulls
etc.. but right now the solver doesn't know anything about those types
and you'd have to modify the code
Daniel Kramer - dank at imageworks.com
Sony Pictures Imageworks
> -----Original Message-----
> From: sidefx-houdini-list-bounces at sidefx.com
> bounces at sidefx.com] On Behalf Of Jaideep Khadilkar
> Sent: Friday, June 15, 2007 4:40 AM
> To: Houdini Mail List
> Subject: [Sidefx-houdini-list] Ode Solver : Custom Collision Geom
> HI ....
> I was checking the ode solver plugin for houdini. It seems to be fast.
> But I think it doesn't support custom collision geometry. I haven't
> ODE in my code,
> so would like to know, is it possible to add this feature in the code
> I saw some example code on net, where custom geometry was defined in a
> How to convert a BGEO or OBJ file to such format.
> Waiting for ur reply...
> (Jaideep Khadilkar)
> TD, Sciclone Motion Graphics.
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