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Automatically exported from code.google.com/p/dynamica
It seems you should be able to ignore that error message, and Maya can still
export the .bullet file for a selection.
Can you confirm?
We will look into the options issue.
Original issue reported on code.google.com by [email protected]
on 7 Jun 2010 at 9:07
1. Start Maya with centimeter unit
2. Change Unit to meter
3. Create passive plane and 1 unit w/h/d box rigid body, move to 10 unit height
position.
4. Run sim, box is moving 100 times slower than what it should be
5. If change gravity to -981.0, it looks normal. However I am worried about
unit used in Bullet, object mass based on density could be very wrong.
Frank
Original issue reported on code.google.com by [email protected]
on 6 Apr 2012 at 5:11
What steps will reproduce the problem?
1. Install Dynamica 2.78 for Maya2008/2009/2009 x64
2. Click Bullet icon in Dynamica shelf to open main window
3.
What is the expected output? What do you see instead?
Main window should open without error. Instead, the window does not open and an
error is reported: // Error: Too many children in layout: frameLayoutXX //, (XX
is a 2 digit integer)
Please use labels and text to provide additional information.
Original issue reported on code.google.com by [email protected]
on 13 Oct 2011 at 4:20
1. "Rewind" Maya animation to frame 1.
2. Create an active rigid body (or soft body).
3. Set it's initial y-velocity (or use any other axis) to 10
4. Play the animation.
The initial velocity does not affect the rigid body. One must "rewind" again
for the initial velocity to take effect.
Original issue reported on code.google.com by [email protected]
on 29 Feb 2012 at 6:48
1) Breakable constraints! (yes I know this is *somewhat* possible to do already
in Maya, but you have to use MEL which is slow, especially when you are
iterating through 20k objects in your scene) This really should be a built in
feature and running from compiled code so its fast.
2) Sleep / Force to Sleep of rigid bodies.
3) Any way to query through MEL, per frame, the rigidbodies that are in contact
of each other, their velocity, and their contact points.
Original issue reported on code.google.com by erwin.coumans
on 10 Dec 2010 at 12:21
Bugs :
- User changes to soft body parameters (such as mass) would get "erased" if
time was set back to 1. This has now been fixed.
Enhancements:
- Added template for soft body objects to make changing parameters easier
- Added parameters for initial velocity and number of collision clusters
- Cleaned code in general
- Improved doxygen docs
Original issue reported on code.google.com by [email protected]
on 24 Feb 2012 at 4:06
Attachments:
Note: This feature is not accessable in out of the box 2.78 Dynamica currently.
You have to update to the latest trunk to get BvhMeshes accesable or change
this line of code in the .MLL ...
collisionShapeNode.cpp...
fnEnumAttr.addField("Plane", 6);
fnEnumAttr.addField("BvhMesh", 6); <-- Line 71 in collisionShapeNode::initialize()
fnEnumAttr.setKeyable(true);
Change the 6 after BvhMesh to 7 and the BVH type will become available, works
fine and exports fine. It does however crash Maya when the scene is closed (New
Scene started or exit Maya).
What steps will reproduce the problem?
1. Create a Passive Mesh with Dynamica or select an existing one in a scene.
2. Bring up its CollisionShape tab and change the Type to "BvhMesh"
3. Select "New Scene" in the File menu to close the scene down, doesn't matter
if you save the file or not. Maya will crash but your file will not be
corrupted.
What version of the product are you using? On what operating system?
Maya 2008 Complete on Windows XP
Original issue reported on code.google.com by [email protected]
on 13 Sep 2011 at 10:47
See Dynamica/Extras/3dsplugin
1) remove PhysX SDK dependency (done)
2) add Bullet and .bullet export option
Original issue reported on code.google.com by erwin.coumans
on 4 Aug 2010 at 1:46
I'm trying to see if this would be possible, hacking the current plugin a
bit by writing dgdirty every frame in an expression, I can get bullet to
rebuild the rbdMesh per frame.
basic expression something like,
if (mass == 0 )
{
dgDirty $rbdNode;
}
if the mass is greater than 0 then it stops rebuilding the mesh at that frame,
and then runs as a rigid body sim as normal.
should this be possible?, I looked into some of the code last night
and it seemed to be possible if I could change the input to the
collisionShape node to be the actual mesh, and dirty/clean the proper
plugs, it should update properly. I just don't know what else is happening in
the bullet side of things when the rbdObject is being re-initialized, as it
seems that in my dgdirty hack test, after a rewind, the objects don't get
re-built back in their proper place to match the animated input mesh. Still
trying to test around with this.. I'd love to help make this work and try to
collaborate on some of the activation / deactivation stuff too :-)
Original issue reported on code.google.com by [email protected]
on 4 Jan 2011 at 7:48
What steps will reproduce the problem?
1. Create a cube.
2. Enable the plugin.
3. Create rigid body.
What is the expected output? What do you see instead?
Expected result is a rigid body. Result is crash.
What version of the product are you using? On what operating system?
Maya 2011.5, Latest source, Fedora 14.
Please provide any additional information below.
[email protected]
MAYA_DEBUG_NO_SIGNAL_HANDLERS is set.
[New Thread 0x7fff76712700 (LWP 5717)]
Detaching after fork from child process 5728.
Detaching after fork from child process 5729.
Detaching after fork from child process 5730.
Detaching after fork from child process 5731.
Detaching after fork from child process 5732.
Detaching after fork from child process 5733.
Detaching after fork from child process 5734.
Detaching after fork from child process 5735.
Detaching after fork from child process 5736.
Detaching after fork from child process 5737.
Detaching after fork from child process 5738.
Detaching after fork from child process 5739.
Detaching after fork from child process 5740.
Initializing rigid bodies
Deleting rigid bodies
Initializing rigid bodies
Deleting rigid bodies
Initializing rigid bodies
Deleting rigid bodies
Initializing rigid bodies
Deleting rigid bodies
Initializing rigid bodies
Deleting rigid bodies
Initializing rigid bodies
Deleting rigid bodies
Initializing rigid bodies
libpng warning: Ignoring attempt to set cHRM RGB triangle with zero area
Deleting rigid bodies
Initializing rigid bodies
Deleting rigid bodies
Initializing rigid bodies
Deleting rigid bodies
Initializing rigid bodies
Deleting rigid bodies
Initializing rigid bodies
Deleting rigid bodies
Initializing rigid bodies
ERROR : (kFailure): Unexpected Internal Failure
Program received signal SIGSEGV, Segmentation fault.
0x00007ffff60b387a in TdnTimeToUnitConversion::needsConversion(Tplug const&,
Tplug const&) () from /usr/autodesk/maya2011-x64/lib/libDependEngine.so
(gdb) t
[Current thread is 1 (Thread 0x7fffe3349880 (LWP 5684))]
(gdb) t
[Current thread is 1 (Thread 0x7fffe3349880 (LWP 5684))]
(gdb) bt backtrace
#0 0x00007ffff60b387a in TdnTimeToUnitConversion::needsConversion(Tplug
const&, Tplug const&) () from /usr/autodesk/maya2011-x64/lib/libDependEngine.so
#1 0x00007ffff60aa950 in TDGcommand::newConnectionToMakeCheckOldData(Tplug
const&, Tplug const&, bool, bool, bool, Tplug**, Tplug**) ()
from /usr/autodesk/maya2011-x64/lib/libDependEngine.so
#2 0x00007ffff60aaa74 in TDGcommand::newConnectionToMake(Tplug const&, Tplug
const&, bool, bool, Tplug**, Tplug**) () from
/usr/autodesk/maya2011-x64/lib/libDependEngine.so
#3 0x00007fff75917143 in MDGModifier::connect(MPlug const&, MPlug const&) ()
from /usr/autodesk/maya2011-x64/lib/libOpenMaya.so
#4 0x00007fff74c0f14b in dSolverCmd::redoIt (this=0x4c894c0) at
dSolverCmd.cpp:130
#5 0x00007fff74c0eca8 in dSolverCmd::doIt (this=0x4c894c0, args=...)
at dSolverCmd.cpp:78
#6 0x00007fff7589adbb in THcommandObject::doIt(TargList&) ()
from /usr/autodesk/maya2011-x64/lib/libOpenMaya.so
#7 0x00007ffff63e772a in TmetaCommand::doCommand(TargList&) ()
from /usr/autodesk/maya2011-x64/lib/libCommandEngine.so
#8 0x00007ffff63e7d9f in Mel_Command_Dispatch(SphNode*) ()
from /usr/autodesk/maya2011-x64/lib/libCommandEngine.so
#9 0x00007ffff640ddac in node_exec ()
from /usr/autodesk/maya2011-x64/lib/libCommandEngine.so
#10 0x00007ffff6430620 in f_function_entry_node ()
from /usr/autodesk/maya2011-x64/lib/libCommandEngine.so
#11 0x00007ffff640ddac in node_exec ()
from /usr/autodesk/maya2011-x64/lib/libCommandEngine.so
#12 0x00007ffff6430620 in f_function_entry_node ()
from /usr/autodesk/maya2011-x64/lib/libCommandEngine.so
---Type <return> to continue, or q <return> to quit---
#13 0x00007ffff640ddac in node_exec ()
from /usr/autodesk/maya2011-x64/lib/libCommandEngine.so
#14 0x00007ffff640dfcf in sophia_call_executable ()
from /usr/autodesk/maya2011-x64/lib/libCommandEngine.so
#15 0x00007ffff642b5fe in SophiaExecutable::evaluate(void*) ()
from /usr/autodesk/maya2011-x64/lib/libCommandEngine.so
#16 0x00007ffff63ee9d4 in TcommandEngine::executeCommand(Tstring const&, bool,
bool, TmelCmdResult*, unsigned int) () from
/usr/autodesk/maya2011-x64/lib/libCommandEngine.so
#17 0x00007ffff4f9a71d in TscriptAction::execute(Tevent const&,
TinterpreterResult**) ()
from /usr/autodesk/maya2011-x64/lib/libExtensionLayer.so
#18 0x00007ffff4f9a7db in TscriptAction::doIt(Tevent const&) ()
from /usr/autodesk/maya2011-x64/lib/libExtensionLayer.so
#19 0x00007ffff50105f2 in QmayaQtHelper::executeCommandScript(char const*,
QObject*) ()
from /usr/autodesk/maya2011-x64/lib/libExtensionLayer.so
#20 0x00007ffff506c2a2 in QmayaIconTextButton::executeSingleClickCommand() ()
from /usr/autodesk/maya2011-x64/lib/libExtensionLayer.so
#21 0x00007fffecf22bd1 in QWidget::event(QEvent*) ()
from /usr/autodesk/maya2011-x64/lib/libQtGui.so.4
#22 0x00007fffed242405 in QAbstractButton::event(QEvent*) ()
from /usr/autodesk/maya2011-x64/lib/libQtGui.so.4
#23 0x00007fffed2db1d7 in QPushButton::event(QEvent*) ()
from /usr/autodesk/maya2011-x64/lib/libQtGui.so.4
#24 0x00007fffeced151e in QApplicationPrivate::notify_helper(QObject*, QEvent*)
()
from /usr/autodesk/maya2011-x64/lib/libQtGui.so.4
#25 0x00007fffeced69fb in QApplication::notify(QObject*, QEvent*) ()
from /usr/autodesk/maya2011-x64/lib/libQtGui.so.4
---Type <return> to continue, or q <return> to quit---
#26 0x00007ffff4ec2876 in QmayaApplication::notify(QObject*, QEvent*) ()
from /usr/autodesk/maya2011-x64/lib/libExtensionLayer.so
#27 0x00007fffeda426c3 in QCoreApplication::notifyInternal(QObject*, QEvent*) ()
from /usr/autodesk/maya2011-x64/lib/libQtCore.so.4
#28 0x00007fffeced5da1 in QApplicationPrivate::sendMouseEvent(QWidget*,
QMouseEvent*, QWidget*, QWidget*, QWidget**, QPointer<QWidget>&) ()
from /usr/autodesk/maya2011-x64/lib/libQtGui.so.4
#29 0x00007fffecf39dfd in QETWidget::translateMouseEvent(_XEvent const*) ()
from /usr/autodesk/maya2011-x64/lib/libQtGui.so.4
#30 0x00007fffecf383a7 in QApplication::x11ProcessEvent(_XEvent*) ()
from /usr/autodesk/maya2011-x64/lib/libQtGui.so.4
#31 0x00007fffecf5eeb3 in x11EventSourceDispatch(_GSource*, int (*)(void*),
void*) ()
from /usr/autodesk/maya2011-x64/lib/libQtGui.so.4
#32 0x00000034a4441e33 in g_main_context_dispatch () from
/lib64/libglib-2.0.so.0
#33 0x00000034a4442610 in ?? () from /lib64/libglib-2.0.so.0
#34 0x00000034a44428ad in g_main_context_iteration () from
/lib64/libglib-2.0.so.0
#35 0x00007fffeda6c3ce in
QEventDispatcherGlib::processEvents(QFlags<QEventLoop::ProcessEventsFlag>) ()
from /usr/autodesk/maya2011-x64/lib/libQtCore.so.4
#36 0x00007fffecf5eccf in
QGuiEventDispatcherGlib::processEvents(QFlags<QEventLoop::ProcessEventsFlag>)
() from /usr/autodesk/maya2011-x64/lib/libQtGui.so.4
#37 0x00007fffeda41b55 in
QEventLoop::processEvents(QFlags<QEventLoop::ProcessEventsFlag>) () from
/usr/autodesk/maya2011-x64/lib/libQtCore.so.4
#38 0x00007fffeda41dbc in
QEventLoop::exec(QFlags<QEventLoop::ProcessEventsFlag>) ()
from /usr/autodesk/maya2011-x64/lib/libQtCore.so.4
#39 0x00007fffeda43b39 in QCoreApplication::exec() ()
from /usr/autodesk/maya2011-x64/lib/libQtCore.so.4
---Type <return> to continue, or q <return> to quit---
#40 0x00007ffff4ebfd85 in Tapplication::start() ()
from /usr/autodesk/maya2011-x64/lib/libExtensionLayer.so
#41 0x000000000040e7b4 in appmain() ()
#42 0x000000000041c9a1 in main ()
Original issue reported on code.google.com by [email protected]
on 22 Mar 2012 at 7:21
.bullet files aren't a bullet version of collada, its just for exporting
collision and physics nodes\data. Use the COLLADA exporter if you want geometry
data. If you are talking about vertex data in releation to TriangleMeshShapes
the shape names are actually exported and accesable through
btBulletWorldImporter. Pass the ptr of the btCollisionShape in the
WorldImporter to btBulletWorldImporter::getNameForPointer to get its shape
name. You can get the Maya transform name simply by deleting the string "Shape"
from that name.
Original issue reported on code.google.com by [email protected]
on 10 Jun 2010 at 11:38
What steps will reproduce the problem?
1. Export from the new bullet blender configurationa .bullet mesh with a
TriangleMesh collision shape.
What is the expected output? What do you see instead?
New Blender exporter does not export the rotation of a TriangleMesh properly no
rotation information is exported. Instead the orientation is defaulted and you
have to make additional rotations to the rigid body inside of the application
to format things.
What version of the product are you using? On what operating system?
Blender bullet-2.56-trunk-svn35500-Win32-Release
Windows 7
very recent trunk of 2.78
Please provide any additional information below.
I have attached a sample if you export that triangle mesh with any rotational
settings you will find the .bullet you get is not rotated.
Also names do not seem to be included in exports in this version.
Original issue reported on code.google.com by erwin.coumans
on 16 Mar 2011 at 8:44
Could support for convex decomposition compound objects be added?
Original issue reported on code.google.com by [email protected]
on 12 Aug 2010 at 11:52
What steps will reproduce the problem?
1. install plugin
2. start maya, enable plugin
3. click on Dynamica Shelf
alternatively:
1. disable plugin in Maya plugin manager
2. delete Dynamica Shelf
3. close/reopen Maya
4. start Maya, enable plugin
5. click on Dynamica Shelf
What is the expected output? What do you see instead?
expect no errors. instead, // Error: Object '0' not found. is returned
Please use labels and text to provide additional information.
Original issue reported on code.google.com by [email protected]
on 18 Feb 2011 at 3:38
What steps will reproduce the problem?
1. Bake a simulation.
What is the expected output? What do you see instead?
There's a very obvious oscillating rhythm to the sim as the frames slow in and
out at every frame or every other frame from the flat tangents. It's especially
noticeable with motion blur as every other frame has a different length. It's
not a huge issue but many curves have Euler flips but all were corrected by
using the Euler Filter command.
What version of the product are you using? On what operating system?
latest build from source - maya 2011
Please provide any additional information below.
On further examination the oscillation I'm seeing in the animation curves is
partially from the flat tangents but also inherently part of the sim.
Take a look at the attached maya anim export file.
Original issue reported on code.google.com by [email protected]
on 25 Mar 2012 at 11:17
Attachments:
After a soft body has been created, the parent transform of the soft body shape
node can be modified, but the underlying soft body mesh does not change. Thus
soft body's can't be transformed after creation at all.
Original issue reported on code.google.com by [email protected]
on 29 Feb 2012 at 6:37
What steps will reproduce the problem?
1. Set the scene framerate to anything but 24
2. Create an active rigid body primitive (sphere or cube)
3. Press play
What is the expected output? What do you see instead?
RBs should fall via solver gravity and reset to their initial positions when
the frame is set back to 1. Instead objects fall but never reset to their
initial positions when the frame is set back to 1. When the scene is played
back again, the RBs remain frozen until the frame of their last movement, then
resume.
What version of the product are you using? On what operating system?
Dynamica v 2.76, Maya 2010, winXP x32
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 8 Sep 2010 at 4:09
Attachments:
What steps will reproduce the problem?
1. Instalation of Dynamica 2.80 on win7
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
dynamica 2.8 installer on win7pro
Please provide any additional information below.
instaler can't write .modules file because first part of path is missing '/'
character (i.e. c:UserstomDocumentsmaya instead of c:/Users/tom/ ...)
Original issue reported on code.google.com by [email protected]
on 18 Sep 2012 at 5:54
Attachments:
Currently, Dynamica for Maya only supports sphere, box, plane, convex hull and
concave triangle mesh shapes.
It would be useful to add capsule and cylinder shape. This would help with
ragdoll setup.
See also
http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=12&t=5962&p=21231#p21231
Original issue reported on code.google.com by erwin.coumans
on 6 Dec 2010 at 6:36
1. select transform node containing child objects
2. create active hull rigid body
If I try this I get:
// Error: file: C:/Program
Files/Autodesk/Maya2012/DynamicaBullet2.78/scripts/mbUtils.mel line 77: No
object matches name:
I'm using Dynamica 2.78 with maya 2012/64 on win7/64.
Original issue reported on code.google.com by [email protected]
on 2 Mar 2012 at 2:16
I have 3 small feature requests for Dynamica\btBulletWorldImporter to make this
pipeline optimal for usage in games. These optimizations would probably improve
performance in Maya as well.
1. Static collision geometry (currently created as Passive RigidBodies with a
mass of 0) don't actually require btRigidBody classes at run time. Having
btRigidBodys for such geo unnecessarily adds run time memory usage and sucks
down cpu cycles. If we could have either a flag specified at load time via
btBulletWorldImporter to have all Passive Objects created as just
btCoillisionObjects or have an option in Dynamica to specify which Passive
Objects are created with btRigidBodies. If its decided to remove the
btRigidBodies in Maya for such geo, just note that currently the
‘restitution’ and ‘friction’ values are set in the RigidBody Maya node
class\panel yet those values are stored in Bullet in the btCollisionObject
class (and would still be needed to be settable in Maya).
2. Currently all Passive Meshes are being created as
btGimpactTriangleMeshShapes. For games we need the most optimal collision shape
for concave static collision geo, which in Bullet would be be btOptimizedBvhs.
To use Dynamica as a one step exporter for games we really need to be able to
create these things before serialization to disk.
3. Relatively minor issue, but individual Meshes in Dynamica are being created
as a single btGimpactTriangleMeshShapes inside of a btCompoundShape, which is
an unnecessary layer of indirection and expense.
Thank you!
Original issue reported on code.google.com by [email protected]
on 15 Feb 2011 at 2:35
Trying to build on Fedora 16.x86_64 with gcc 4.1.2 for maya2010 and having
numerous issues.
If I use the defaults as they are, I get an undefined symbol error when trying
to load the plugin. The only thing that got the plugin to load is if I use
"cmake -DBUILD_SHARED_LIBS=ON" but then the settings menu doesn't load
properly.
It would also be nice to be able to just build the maya plugin without having
to build everything else (if you use cmake from the maya plugin dir the libs
are not found properly).
Original issue reported on code.google.com by [email protected]
on 2 Feb 2012 at 10:34
1. installed 2. loaded plugin 3. all dynamic working 4. but
error 1. when press Main Dinamica Window - // Error: Too many children in
layout: frameLayout22 and not opening, when clicking again it opening
error 2. I can't bake simulation - // Error: DSO <Debug.dll > failed to load
properly or perhaps commandList is incorrect.
Bake is very important for me :d
Versons: Bullet 2.78 32bit, Maya 2009 SP1 32bit, Windows XP SP3
and thanks programmers, bullet is realy great Physic ;)
Original issue reported on code.google.com by [email protected]
on 15 Dec 2011 at 5:02
Attachments:
I've tried using the Xcode Project file, and building works (with 27 warnings),
but when I try to load it
in Maya, I'm told its the wrong architecture.
Is there some flag somewhere that needs to change? It shows the architecture in
Xcode as i386, and
I can't change it otherwise.
Thanks!
Original issue reported on code.google.com by [email protected]
on 4 May 2010 at 12:52
When creating rb arrays (say, something like 80 x 80 x 80 cubes) Maya crashes
if the computer memory ussage exceeds exactly 1 giga.
----
Maya 2009, Windows XP SP3, 2 gigas of ram.
Original issue reported on code.google.com by [email protected]
on 30 Jan 2012 at 1:34
Hi
I thought the low physicsrate caused the intersecting objects, but apparently
this is the root of it:
steps to reproduce the problem:
1. create polyCube
2. scale cube on all axis
3. create active mesh dRigidBody
I'm on 2.8/rev151/windows/maya2012x64.
Attached are a screenshot of the issue and a sample scene demonstrating the
problem.
Original issue reported on code.google.com by [email protected]
on 22 Mar 2012 at 5:38
Attachments:
See also discussion in the forum here:
http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=12&t=5962
Original issue reported on code.google.com by erwin.coumans
on 29 Jan 2011 at 4:13
It would be nice to add Polygon winding order option.
you only need to change several strings in ColladaConverter.cpp
and expose an option to the exporter.
Original issue reported on code.google.com by [email protected]
on 25 Oct 2011 at 5:18
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
2.8
Please provide any additional information below.
not keyable attribute doesen't appear in attribute editor and spreed sheet
editor, that's annoiing to modify this value to large ammount of object,
If anyone need, I've made this simple MEL to "fix" (sorry i'm newbie in vfx I
know)
http://www.creativecrash.com/maya/downloads/scripts-plugins/dynamics/c/dynamica-
bullet-tool-by-cily--2
Original issue reported on code.google.com by [email protected]
on 11 Oct 2012 at 8:40
It would be nice to have the possibility to link certein fields to certain
rigid bodies. Maybe this can be solved through sets?
Original issue reported on code.google.com by [email protected]
on 3 Apr 2012 at 2:26
The issue we are now having is with the dynamicaUI.mel
We get a mostly empty menu, the tabs and headings (dynamicaUI_createFrame) are
there but it seems to be missing the buttons/controls .
'dynamicaUI_createWindow;'
It seems like the dynamicaUI_createFrame part is working, but then the
rowLayout and iconTextButtons part isn't.
(The icons are working fine in the shelf, so it should be finding them fine
here too).
Sorry I'm not strong enough with mel to figure out the exact issue.
Original issue reported on code.google.com by [email protected]
on 3 Feb 2012 at 10:49
I have tried compiling from source, using wiki howto, but ended with this:
AFX1:MayaPlugin operater$ make -f Makefile.mac
g++ -c bt_solver.cpp -arch x86_64 -DMAC_PLUGIN -DOSMac_MachO_ -DBits64_ -m64
-DUNIX -D_BOOL -DOSMac_ -DFUNCPROTO -D_GNU_SOURCE -fPIC -fno-strict-aliasing
-DREQUIRE_IOSTREAM -Wno-deprecated -Wall -Wno-multichar -Wno-comment
-Wno-sign-compare -funsigned-char -Wno-reorder -fno-gnu-keywords
-ftemplate-depth-25 -pthread -Wno-deprecated -fno-gnu-keywords -g -I../../src
-I. -I/Applications/Autodesk/maya2013/devkit/include -I../HACD -o bt_solver.o
In file included from bt_solver.h:51,
from bt_solver.cpp:34:
bt_hacd_shape.h: In constructor ‘bt_hacd_shape_t::bt_hacd_shape_t(const
vec3f*, size_t, const vec3f*, const unsigned int*, size_t, bool)’:
bt_hacd_shape.h:150: warning: unused variable ‘hacdIndices’
/var/folders/jr/jreVeH54FJun63lDaG2ffE+++TM/-Tmp-//cchgSd1t.s:unknown:Undefined
local symbol LC52
/var/folders/jr/jreVeH54FJun63lDaG2ffE+++TM/-Tmp-//cchgSd1t.s:unknown:Undefined
local symbol LC53
/var/folders/jr/jreVeH54FJun63lDaG2ffE+++TM/-Tmp-//cchgSd1t.s:unknown:Undefined
local symbol LC54
/var/folders/jr/jreVeH54FJun63lDaG2ffE+++TM/-Tmp-//cchgSd1t.s:unknown:Undefined
local symbol LC55
make: *** [bt_solver.o] Error 1
..
when i try use 2012 compiled .plugin in maya 2013, it refuses to load with
error:
// Error: Plug-in, "dynamicaMayaPlugin" was compiled against too old a version
of the Maya API and is thus incompatible with the current Maya version.
(dynamicaMayaPlugin)
so could you please compile it for me or tell me what am i doing wrong?
thanks
Stepan Kuklis
Original issue reported on code.google.com by [email protected]
on 24 Jan 2013 at 11:58
What steps will reproduce the problem?
1. Installed Dynamica 2.77 for Maya 2009 32-bit (worked fine - team migrates to
Maya 2011)
2. Installed Dynamica 2.77 for Maya 2011 64-bit (export issues for game
production pipeline chose to revert to Maya 2009. plugin conflict found so...)
3. Uninstalled Dynamica 2.77 for Maya 2011 64-bit with manual deletion of
plug-in (Maya 2009 Plugin still not working)
4. Unistalled Dynamica 2.77 for Maya 2009
5. Re-installed Dynamica 2.77 for Maya 2009 (UI elements missing!)
What is the expected output? What do you see instead?
Expect to see buttons to apply settings through calls to functions in mel
scripts. However, can only see the settings layouts in each tab. In the case of
[Constrain] and [Activate/Break] tabs the 'Delete Constraints' and 'Deactivate
Dynamica RB and Constraints' buttons are present!?!
What version of the product are you using? On what operating system?
Dynamica 2.77 for Maya 2009 32-bit, Maya 2009, Windows 7 64-bit Professional
Please provide any additional information below.
I've attached a few screenshots of the UI's errors.
.....
Thanks in advanced for your time - it will mean a lot to me and my dev team.
Should you care to contact me directly for further info my email is:
[email protected]
Original issue reported on code.google.com by [email protected]
on 3 Mar 2011 at 10:57
Attachments:
Submitted here for inclusion under the ZLib licence per Erwin's request on the
Bullet Forums:
http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=12&t=5576
Contributor access would be useful since I'm planning continued development of
these tools.
Original issue reported on code.google.com by [email protected]
on 7 Sep 2010 at 5:33
Currently the Dynamica plugin doesn't reset all internal values, so the
simulation is different each time.
We need to carefully reset all internal values to guarantee
deterministic/reproducable results.
See also this forum topic:
http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=12&t=4838
Original issue reported on code.google.com by erwin.coumans
on 25 Mar 2010 at 9:42
Could constraints be given a break strength attribute.
Ideally it would be animatable so constraints can be weakened/strengthened over
time.
Original issue reported on code.google.com by [email protected]
on 12 Aug 2010 at 11:56
1. Turn off Disable Collisions Between Constrainted Bodies
2. Create two rigid bodies
3. Create any constraints between these two rigid bodies
4. start sim, there is collision between two bodies
5. Set one of rigid body initial states, click Set Initial State or even just
back to frame 1
6. start sim, collision is off between two bodies
My Maya version is 2012 with service pack 2
Cheers
Frank
Original issue reported on code.google.com by [email protected]
on 4 Apr 2012 at 9:48
What steps will reproduce the problem?
1. Load the plugin.
2. Try to understand the meaning of object, solver, and debug attributes
What is the expected output? What do you see instead?
Need some clearer breakdowns/definitions for each of the object attributes...
Mass, Restitution, Friction, Linear Damping, Angular Damping, Substeps, Physics
rate, etc.
What are the limits, what are the effects of extreme values?
What is the intended use and outcome?
What is the real world correlation if any?
Are extreme positive or negative values possible and what will happen?
What version of the product are you using? On what operating system?
latest build from source
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 25 Mar 2012 at 11:26
Hello everyone,
Sorry if this isn't the appropriate place to post but I'm looking for a way to
install Dynamica for Maya 2011 on a Suse 11 computer.
Is there somewhere a pre-compiled version of the plug for linux ? I check in
the download section and it doesn't look like there's such a thing.
If I have to compile it, could someone explain the process ?
Thanks in advance,
Cheers,
Steve
Original issue reported on code.google.com by [email protected]
on 16 Jun 2011 at 1:22
What steps will reproduce the problem?
1. Install Dynamica 2.78 for Maya2010 x64
2. Attempt to load via plugin manager
3.
What is the expected output? What do you see instead?
should output no errors, instead reports error Debug.dll not found
What version of the product are you using? On what operating system?
v2.78, Win7x64, Maya2010
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 1 Sep 2011 at 3:03
What steps will reproduce the problem?
1. svn checkout
2. make and make install (as wiki)
3. I found the bundle as expected in the /Users/Shared/Autodesk/maya/plug-ins
What is the expected output? What do you see instead?
Loading of the plug-in from Maya got this error:
// Error: line 1: initializePlugin function failed (dynamicaMayaPlugin) //
What version of the product are you using? On what operating system?
svn checkout http://dynamica.googlecode.com/svn/trunk/ dynamica-read-only
MacOS 10.6.8
Please provide any additional information below.
Could someone maybe provide a precompiled version of the new dynamica also for
Mac? Thanks so much!
Benedetta
Original issue reported on code.google.com by [email protected]
on 3 Feb 2012 at 11:46
Hi
I'm getting intersecting objects at max substep/physicsrate values (100/600)
with the simulation still running quite fast.
Could the max values possibly be increased or eliminated altogether?
Thank You
Original issue reported on code.google.com by [email protected]
on 20 Mar 2012 at 2:18
the 2013 maya bullet integration is TERRIBLE.
Original issue reported on code.google.com by [email protected]
on 1 Jul 2012 at 6:57
Perhaps my inexperince with CMake is the cause or contributed to my problems,
but I had alot of issues getting a working project file to generate with CMake
so that I could build the Dynmica MLL file. This was using CMake 2.8 on XP
building for MSDEV 2008 Express.
First off there were no out of the box MSVC project files so CMake was
required. Not a big deal considering how few people need to build it themselves
(infact this whole Issue could be ignored on that grounds).
Next CMake could not "Configure" successfully when browsing to the
BulletMayaPlugin source directory. I had to manually add the Entry
BULLET_PHYSICS_SOURCE_DIR to CMake and set it to C:\Bullet to get it Configure
succesfully.
Then the MSDEV project files were generated but would not compile as the libs
for OpenGL were missing from the project. I had to add OpenGL32.lib & GlU32.Lib
to the Additional Dependicies field in the project settings for both Release
and Debug (didn't play with any other configurations).
Last, the project would compile but no MLL file would be produced. The Post
build steps (which involed using CMake to copy a bunch of files) seemed to not
have translated well to MSDev as there appeared to be no carriage returns
between commands, but deleting the post build step didn't fix the problem. It
ended up being caused by the "Output File" & PDB File fields starting with
backslashes for the subdirectories they were supposed to build in (I guess
MSDev is too finicky). Changing "\libs\etc etc" to "libs\etc etc" fixed the
final issue.
Original issue reported on code.google.com by [email protected]
on 13 Sep 2011 at 11:50
You can optionally pass a DynamicsWorld pointer to btBulletWorldImporter when
its created and it will then automatically add any loaded Bullet objects to
that Dynamic World, but its deleteAllData func never removes them from this
DynamicsWorld before deleting them.
I've included an SVN patch that fixes this problem.
Original issue reported on code.google.com by [email protected]
on 15 Feb 2011 at 1:48
Attachments:
Hi I've compiled dynamica 2.76 for Maya 2010 on Fedora 11 Linux 64-bit. I've
managed to compile without errors but when I try to load the plugin I get the
following output:
// Error: line 1: Unable to dynamically load :
/home/jons/maya/2010-x64/plugins/mayaplugin.so
/home/jons/maya/2010-x64/plugins/mayaplugin.so: undefined symbol:
_ZTV15bt_rigid_body_t //
// Error: line 1: /home/jons/maya/2010-x64/plugins/mayaplugin.so: undefined
symbol: _ZTV15bt_rigid_body_t //
// Error: line 1: /home/jons/maya/2010-x64/plugins/mayaplugin.so: undefined
symbol: _ZTV15bt_rigid_body_t (mayaplugin) //
If anybody can give me some advice on what I've done wrong it'd be much
appreciated.
Thanks,
Jon
Original issue reported on code.google.com by [email protected]
on 5 Aug 2010 at 9:35
The way btGimpactTriangleMeshShapes are designed they do not retain ownership
of their vertex and index data. btBulletWorldImporter currently does not create
a run time copy of this data so once loadFile() finishes, the
btStridingMeshInterfaceData structures used during the load are discarded and
the btGimpactTriangleMeshShape will crash during a debugRender call or
collision test.
I've included a patch file that fixes this problem for the time being. It might
be worth exploring changing the design of btGimpactTriangleMeshShapes to take
owner ship of this data or to make its own copy of it, but this fix takes care
of the problem in a way in tune with how btBulletWorldImporter manages data.
Original issue reported on code.google.com by [email protected]
on 15 Feb 2011 at 2:00
Attachments:
What steps will reproduce the problem?
1. Create a active rigid body e.g. a sphere
2. Change shape type within node "dCollisionShape1"
3. Adjust the scale values within node "dCollisionShape1"
What is the expected output? What do you see instead?
If I set as new type e.g. box, the visualization should change to a box. Also
the scale values should be applied correctly.
No change of shape, i.e. still visualization of a sphere with scale (1.0, 1.0,
1.0)
What version of the product are you using? On what operating system?
Maya 2012, Windows 7 x64
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 27 Nov 2012 at 10:11
What steps will reproduce the problem?
1. $ system_profiler SPSoftwareDataType
Software:
System Software Overview:
System Version: Mac OS X 10.6.8 (10K549)
Kernel Version: Darwin 10.8.0
...
2. $ svn checkout http://dynamica.googlecode.com/svn/trunk/ dynamica-read-only
A dynamica-read-only/glut64.dll
A dynamica-read-only/Extras
...
A dynamica-read-only/src/vectormath/vmInclude.h
A dynamica-read-only/src/CMakeLists.txt
Checked out external at revision 2469.
3. $ cd dynamica-read-only/Extras/MayaPlugin/
4. $ sudo make -f Makefile.mac
Password:
make: *** No rule to make target
`../../src/BulletDynamics/Dynamics/btContinuousDynamicsWorld.cpp', needed by
`all'. Stop.
What is the expected output? What do you see instead?
> Build of Dynamica
What version of the product are you using? On what operating system?
> See above
Please provide any additional information below.
...
Original issue reported on code.google.com by [email protected]
on 17 Dec 2011 at 11:01
See http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=12&t=4890
Original issue reported on code.google.com by erwin.coumans
on 25 Mar 2010 at 9:39
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