View Full Version : DPkit + Bullet?

04-30-2014, 10:17 PM
I'm messing around a bit with Lightwave and was trying to make a bouncing floor using DPkit to move a bunch of blocks up and down.

Added Item Ball
Set Ball Height to 7m in y
Set Dynamics to rigid object

Added blocks, a 10x10 grid of 1mx1m blocks
Created a displacement node setup that uses a 3D Image and DPkit PartMove to displace the blocks
Set Dynamics to static object

I then dropped a ball from above to see if I could make it bounce around and it passes through the blocks to where they'd be if they weren't displaced before bouncing back up.

Set Dynamics to rigid object on the blocks
Set the shape to mesh

Both objects fall under gravity

Parent Blocks to a null
Blocks and ball still fall

Set Dynamics to static object on the blocks
Set the shape to convex hull

Ball falls to the un-displaced height of the model and bounces.

Is there another way to do this?

05-01-2014, 01:53 AM
If you want to do Bullet Dynamics with a nodal displacement,
including Part Move node setup,
select 'Before World Displacement' for node displacement order,
for Bullet the object should be a 'Part body' of course.


06-08-2014, 05:06 AM
Do you know how to bake object displacement sequences so that I can export an FBX?

My workflow in LW11.6 is:
1. Animated Flag drop using bullet dynamics engine. Fun!
2. .MDD file export using MD exporter.
3. (LW- object properties - Nodes: on) DP kit MDD reader node to read an MDD file and vector multiply to combile the MDD file displacement with an envelope value 0 to 1 over time.

So thats all set up in LW and works well but I want to give it to someone so they can work with it in Max.

I need help with the next step.

1. "Bake" the nodal displacement. (LW- object properties - Nodes: on)
2. Lightwave FBX export