Fundamentals and a new way to look at collision margins for anyone using Bullet physics engine: devs, game asset creators, users of 3D packages with Bullet built-in (Blender, Carrara Pro, Cheetah3d, Cinema 4D, Dynamica, Houdini, Lightwave 3D, Maya, Modo, Poser, Softimage, thinkingParticles) or any other (in-house ;P or otherwise) software.
Hopefully this answers some questions and seeds some new ideas. But please do not PM me any more questions! I cannot answer all of those PMs, sorry. Use the appropriate forums if you have questions. Thank you.
Collision Margins: 0:57
Sphere: 2:53
Box: 3:50
Capsule: 5:15
Cylinder: 5:54
Cone: 6:26
Convex Hull: 6:57
Details, Convex Hull Computer and Exploiting: 7:39
Compound Rigid Bodies
Compound Table: 14:27
Compound Primitives: 16:15
Hierarchical Approximate Convex Decomposition Hand: 18:57
Margin Tricks
Rigid Tape: 21:45
Bevelled Cylinder: 23:48
Manual Convex Decomposition Pipe: 25:58
Manual Convex Decomposition Curve: 29:10
Manual Convex Decomposition Bowl: 33:17
See my previous video's description for a link to download the free StudioPhysicsDemo scene file for Blender (and forum link):
• Studio Physics Real-Ti...
Bullet (free! source code): www.bulletphysi...
Blender (free! 3D suite): www.blender.org
"Compound Parent" patch for Blender:
projects.blende...
Example convexHullMarginMesh C++ code to generate margin meshes:
www.bulletphysi...
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