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that's a good omen --->
meaning VisualStudio C++ compiled the 64 bit version
now i have to re-learn how the client i wrote works , oh no i'll have to read the manual :)
oops bad news there's no .exe
( i'm manually editing the VC++ Solution file and it's a bit confusing )
well in the end i downloaded the newer version of the Bullet Physics SDK
and "ported" my mcjBulletServer to it
( it consisted of changing 1 line in the source code
and it compiles fine as 64-bit Release
so i guess before i post this comment in the forum, i upload it
....
https://sites.google.com/site/mcasualsdazscripts3/mcjbulletservice01
or a direct link
https://sites.google.com/site/mcasualsdazscripts3/mcjbulletservice01/mcjBulletServer002_vs2010_x64_release.zip?attredirects=0&d=1
BUT NOTE THAT I DID NOT EVEN TEST IT YET!
i plan to do this right now
well in the end i downloaded the newer version of the Bullet Physics SDK
and "ported" my mcjBulletServer to it
( it consisted of changing 1 line in the source code
and it compiles fine as 64-bit Release
so i guess before i post this comment in the forum, i upload it
....
https://sites.google.com/site/mcasualsdazscripts3/mcjbulletservice01
or a direct link
https://sites.google.com/site/mcasualsdazscripts3/mcjbulletservice01/mcjBulletServer002_vs2010_x64_release.zip?attredirects=0&d=1
BUT NOTE THAT I DID NOT EVEN TEST IT YET!
i plan to do this right now
Amy will get to use her baseball bat and get PHYSICAL ... VS a wall of blocks i guess
First test results, DS4.8 with the 64 bit server, not working
test 2 - resultd DS3.1 with the 64 bit server, not working
oops actually the server dis start and crash, which is better than nothing
maybe this was all written and tested on windows XP? nah
======
test 3 - Daz Studio 3.1, the old
Sunday, November 24, 2013, 7:06:10 PM
server ... not working
if you look in windows task manager, the mcjBulletServer is running and wasting CPU time , 1 core !, so, You Better Kill that process!!
Oh dear... I hope you get it figured out..
test 4 - Daz Studio 3.1,
the even older Sunday, November 23, 2013, 32bit server
.. not working
( and it hogs the CPU )
so starting to think it's the client that's talking gibberish to the server ... if i can find an old "in.txt" file ...
example of an in.txt file transmitted by the client, today
example of an in.txt file from 2013
Yes there's definitely a problem there
I was able to run a simulation !
semi-manually
stay tuned
so the temporary conclusion is
the 32-bit Physics server is A-ok and will most probably work as-is on windows 8
but we'll now have the 64-bit version too, ( with a slightly more modern bullet engine )
the guilt befalls the mcjPhysicsClient01
i need to change something in the Daz Script mcjPhysicsClient01
because it "talks" to the server in ways that puts it in the coma ( Vogon poetry i tell ya )
-----
for my succesfull test here's what i did
i opened in.txt in notepad
i deleted the lines that read
8 10
9 0.03333333333333333
because, if the server once understood what this means, apparently it doesnt anymore
....
but be patient and i'll post the new client and life will be good
for the record, the two parameters that the client was trying to give to the server were
var RECTYPE_simSubSteps = 8;
var RECTYPE_simTimeStep = 9;
and the old and good parameter that the server understand is
var RECTYPE_simNumFrames = 6;
SUPER IMPORTANT UPDATE
There's a new version of the mcjPhysicsClient01
contrary to the old version, it doesnt turn the server into a cpu-cycles-eating zombie
https://sites.google.com/site/mcasualsdazscripts3/mcjbulletservice01
there's also a new 64 bit version of the server, which is probably not really much faster than the 32-bit version
( my test was very simple, i'll do more tomorrow )
- create a plane
- create a ball, move it up in the air
- select the plane, run the script, make the plane a static physical object
- exit
- select the ball, run the script, make the ball a dynamic physical object
- exit
- select the plane, then the ball, run the script
- Send the scene to the server ( it writes a file named in.txt to disk )
- Run the simulation
- Get the simulation results
the ball drops to the floor
Man your fast! lol
remember - get the July 15th updated mcjPhysicsClient01.dsa ... because it works
so here we have Azura and the Kinect stickman in Daz Studio 4.8
1000 balls ( 999 'instances' )
a hidden floor
a spherical environment
IRay render with floor shadows which are not very visible
we'll scoop the balls up
then we'll pour them into a container
or something
someday someday, the balls will be metaballs, and they'll look like water ( see mcjIsoSurface ), and we'll do liquid flow effects
Yesterday i repaired the mcjPhysicsClient
Today i'll make a "big test"
Azura will scoop the 28 marbles then ... well it's a teaser not a spoiler !!!
Oh and the scoops are in fact 14 planes each, and i made all those faces "Physical/Kinetic" using mcjPhysicsClient
so their animated positions will be transmitted to the Bullet Physics simulation engine
the Louis-XV desk surface is Physical/Static so the marbles wont fall down into infinity
the marbles are Physical/Dynamic, so they'll get pushed around, like poor Nixon marbles , as if they were crooks !
lets see can we attach a txt file in the new forum?
yes !
as you can see
the client which was updated yesterday
doest transmit the parameters that were crashing the Physics Server before
oops i had the frame rate at 10 fps in Daz Studio, better set it back to 30 fps
because the server uses that fixed rate ... for now
in the text file you can see it transmits the position and sizes of all the Physical elements in my scene
the problem is ... the file doesnt seem to include the scoops animation
maybe i didnt mark them as physical/kinetic?
I'm just seeing the marbles being pushed into the wooden box thing she's pushing inwards. I keep looking again at it to see if I see a marble move but I'm not...
well that's before the simulation has been run
but there's a problem ... the Scene file doesnt include the scoops animation
the system works like this
i send in a text file a description of the physical objects in my scene
the table top, the animated scoops and the marbles
the BulletPhysics engine then figures the story of the marble's life in that situation
then i apply this story to the marble animation
the problem at hand ... not catastrophic but
i did mark the scoops as physical -
as you can see in the image below, the scoop has properties that no ordinary Daz Studio node normally has
but for some reason the "kinetic" setting is Off
for now i'll simply turn them all on
Oh you... I'm lost as usual! lol I'll trust that your observations will work out just fine!
Oh my oh my oh my the "big" 30 frames test worked !
at 10 fps the results were not as good
at 30 fps it's better
well actually if we run the simulation longer
the life of the marbles takes a tragic turn
but i think it's not really a bug
one just has to replace the "bounding boxes" used as stand-ins for the scoops with meshes
i think i fount it !
bullet physics engine hates the fact that i have objects interpenetrating themselves
i.e. the scoops being embedded in the table surface !
Great work there. Looks just fabulous!
Well so far it seems the Animated (kinetic) physics doesnt work very well
what works well is the static objects: floors and walls, inclined planes, conduits
and dynamic objects like balls that roll ( and bounce?) on walls
more like "ricochet on walls probably
i'll leave the Bullet Physics project back in "Teaser" mode, which is like Beta
because there's a whole lot of other projects waiting in line ! the backburner is full !
be sure to download the mcjPhysicsClient
which was updated on July 15th
Thanks so much, mCasual! You work fast, man! I downloaded your new client and server and at first i couldn't get the client to create the in.txt file. I then moved the server outside of the Program Files folder (I just put it on my Desktop) and it worked! Finally! Now that i think of it, Daz Studio itself has a problem with the Program Files folder, so I shouldn't be surprised. I really appreciate the work you do man! It's so much fun playing with the physics in Daz Studio!
Nice to see some progress on that "BulletPhysics integration into DS" project you must be very bussy mCasual. I can understand that you leave it as it is for now.
I am realy excited to see that you have the efford to get physics simulation function into the DS environment. Some time ago I experimented with poser and the bullet physics python script there but since I installed DS I quit using poser.
But seriously if someone wants physics simulation like this they should use blender. I'm personaly more interested in ragdoll physics (I know this is far beond simple gemonetry physics) but I dream of a way to get ragdoll animations to DS.
I know that once animated in blender this animation can be imported to DS with the BHV file format and applied to a riged figure.
But how to do that? As I saw this addon at blenderartists.org I was totaly amazed.
Khalibloo Panel http://blenderartists.org/forum/showthread.php?321572-Khalibloo-Panel
I was able to import a riged genesis 2 figure to blender with that script but I am totaly new to riging and animating in blender.
Now I got the idea of liking this genesis 2 rig to a simple ragdoll with hitboxes. Did anyone tried this so far?
Once animated and baked the physics it should be possible to import this back to DS with the BHV file format.
While thinking of that and reading this thread I am geting even more ideas.
Wouldnt it be possible to give every physical interacting object in the DS scene at least one bone (convert object to figure) write a script to export (may collada file will do that allready) the riged physical objects to a blender scene and use the nice physics simulations there to animate and - while the bones only used to represent the position and orientation - bring back the animation to DS with the BHV file?
I had the Fizz-X program and I loved it! Unforturately, DiscoBob only released a limited use (expired it 30 days) version, and for one reason or another, didn't put out a full version (as far as I know).
That program was great for simulating all kinds of cool stuff; from car crashes to Hulk smashes to explosions.
I'm definately going to follow this thread, as I would actually be willing to pay money for a working, completed version of what you are building!
Everything looks great so far, so please, keep going!
i'm almost sure that ... well maybe it was xmas 2013 i played with the fizz-x plugin in DS3
well more like 2012
the 32-bit DS3 plugin still posted here http://www.sharecg.com/v/39578/gallery/9/Plug-in/Physics-Playground-Plugin-for-DAZ-Studio
IT WORKS IT WORKS!!!
1 static 1 dynamic 1 kinematic
Yeehaaa!
MCJbulletclient01 64bits works right out of the box!! The process was smoother and more straight forward than I thought!
Very cool, Mcasual. Never thought I get to play with physics inside Daz Studio!
Oh and the little dynamic cubes were all instances of the big kinematic cube.
cool it's one of my top to-do projects
1 - mcjElasticSim - vertlet physics often for breast bounces
2 - mcjNewCastle - the final version of the Castle prop
3 - kinect facial mocap PC-App, script and/or plugin
4 - bullet physics ( mostly about hinges and dunebuggy suspensions )