利用者:Sergof/Ideas

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Here I collect ideas for things that might be implemented.

Rigid Body Modifier

Right now rigid bodies are modeled as individual objects. For cases where you want to have many similar objects (e.g. using the array modifier) and things like fracturing, this approach is not optimal.

To improve things we could add a rigid body modifier. The basic idea is to have several rigid bodies in one object, where every separate mesh island would be a rigid body.

The simulation takes care of the rigid bodies, the modifier just gets their loc/rot and adjusts the mesh parts.

Problems:

The rigid body simulation is part of the animation system and works on scene level, while modifiers are part of the objects evaluation and work on objects level. Coupling the two doesn't seem like good design and could be difficult to manage in practice since we'd have to keep both in sync. The main question here is whether we should try to do this at all or maybe work on a proper simulation framework first.