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	<title>利用者:Sergof/GSoC2012/Proposal - 版の履歴</title>
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	<updated>2026-11-04T08:34:33Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Sergof/GSoC2012/Proposal&amp;diff=136615&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T20:49:24Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 20:49時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Sergof/GSoC2012/Proposal&amp;diff=136614&amp;oldid=prev</id>
		<title>2012年5月21日 (月) 08:44にwiki&gt;Sergofによる</title>
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		<updated>2012-05-21T08:44:29Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Synopsis==&lt;br /&gt;
&lt;br /&gt;
This project aims at continuing the work done by Joshua Leung for the Google Summer of Code 2010, integrating the bullet physics library natively into blender so users don&amp;#039;t have to go through the clumsy process of running their simulations inside blenders game engine.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Deliverables==&lt;br /&gt;
&lt;br /&gt;
* A simple way to setup stable rigid body simulations.&lt;br /&gt;
* The ability so bake the simulation.&lt;br /&gt;
* Ways to control the simulation via constraints, forces and the animation system.&lt;br /&gt;
* End-User Documentation.&lt;br /&gt;
* If time allows additional features, see below&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Project Details==&lt;br /&gt;
&lt;br /&gt;
My focus will be on making something that is usable and reliable not adding a lot of shiny features, those can be done afterwards when we have a stable base.&lt;br /&gt;
&lt;br /&gt;
So the goals in order of importance are:&lt;br /&gt;
&lt;br /&gt;
1. Stabilize what already works:&lt;br /&gt;
* adding/removing/modifying rigid bodies, collision shapes and rigid body worlds&lt;br /&gt;
* stepping through the simulation&lt;br /&gt;
* changing rigid body properties&lt;br /&gt;
* force fields&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
2. Finish what should work but isn&amp;#039;t finished:&lt;br /&gt;
* enabling/disabling sleeping&lt;br /&gt;
* switching between dynamic and kinematic state of rigid bodies&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
3. Implement what is needed to be useful:&lt;br /&gt;
* expose more rigid body properties&lt;br /&gt;
* compound objects&lt;br /&gt;
* custom convex hull shapes&lt;br /&gt;
* manual collision shape editing&lt;br /&gt;
* motion caching / baking&lt;br /&gt;
* rigid body constraints&lt;br /&gt;
* use more of bullets features to make simulations more stable (ccd, internal edge utility, ...)&lt;br /&gt;
* investigate bullets multi-threading support&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
4. Documentation&lt;br /&gt;
* especially with regards to what to do/not do to achieve stable simulations&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
5. Cool, fancy features (if there is time, otherwise after gsoc).&lt;br /&gt;
* breakable constraints&lt;br /&gt;
* animation driven rigid bodies&lt;br /&gt;
* demolition/fracturing&lt;br /&gt;
* deformation&lt;br /&gt;
* soft bodies&lt;br /&gt;
* interoperability with the game engine&lt;br /&gt;
* ... there&amp;#039;s always more&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Project Schedule==&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s hard to make time estimates since I&amp;#039;m already working on it and it&amp;#039;s unclear what will be already finished when the project officially begins but here we go:&lt;br /&gt;
&lt;br /&gt;
* Stabilize current features (2 weeks).&lt;br /&gt;
* Finish partially implemented features (1 week).&lt;br /&gt;
* Implement dynamic/kinematic switching (a few days).&lt;br /&gt;
* Use more of bullets features (1 week).&lt;br /&gt;
* Further work on collision shapes (1 week).&lt;br /&gt;
* Implement motion caching (2 weeks).&lt;br /&gt;
* Implement rigid body constraints (2 week).&lt;br /&gt;
* Bug fixing and documentation (2 weeks).&lt;br /&gt;
&lt;br /&gt;
The estimates above are very likely to be overly pessimistic so I may have time to start on the more fancy features.&lt;br /&gt;
&lt;br /&gt;
One fancy feature that a lot of people want is some sort of fracturing. This can be done in several ways:&lt;br /&gt;
1. Break the object into pieces before the simulation and switch it for the intact one at the moment of impact.&lt;br /&gt;
2. Break the object dynamically during the simulation and have material properties to control it.&lt;br /&gt;
&lt;br /&gt;
The first approach of doing it is rather easy to implement and could be done quickly, we just need a way of breaking objects into pieces (via a modifier or an operator). The only thing on the simulation side that would help this would be breakable constraints, but even those aren&amp;#039;t necessary.&lt;br /&gt;
The second approach is much more tricky (but also much more fun) and needs more time to implement (maybe even it&amp;#039;s own gsoc project) so it&amp;#039;s not likely to be done.&lt;br /&gt;
&lt;br /&gt;
I won&amp;#039;t be taking any vacations but I will be having exams towards the end of the project, since I don&amp;#039;t have any dates yet I cannot be specific.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m a computer science student currently working on my bachelors degree in Hannover, Germany.&lt;br /&gt;
I&amp;#039;m very comfortable with C like languages (C, C++, Java, Vala) and know enough python to get by in blenders code-base.&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;ve been a blender user for almost six years, bullet integration has always been one of my most wanted features.&lt;br /&gt;
Before I started to work on it myself I submitted a couple of small patches, some of which have been committed others are still in the patch tracker after over a year without any comments :(, tsk tsk.&lt;br /&gt;
&lt;br /&gt;
I started helping Joshua to bring his BulletDev branch [1] up to speed some time ago (since I really want this feature).&lt;br /&gt;
Shortly after that I found out that he&amp;#039;s busy with other projects but will be available to mentor those who want to work on the areas of blender he is familiar with.&lt;br /&gt;
So this years Google Summer of Code is a good opportunity for me to spend more time on this project.&lt;br /&gt;
I&amp;#039;m familiar with bullet, having worked with it previously and I also got pretty comfortable with blenders code-base through the work I&amp;#039;ve already done.&lt;br /&gt;
&lt;br /&gt;
You can see the work I&amp;#039;ve done so far in Joshua&amp;#039;s and my [2] git branches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[1] Joshua&amp;#039;s BulletDev branch&lt;br /&gt;
https://gitorious.org/~aligorith/blenderprojects/aligoriths-blender/commits/BulletDev&lt;br /&gt;
&lt;br /&gt;
[2] my branch&lt;br /&gt;
https://gitorious.org/~sergof/blenderprojects/sergofs-blender/commits/sergof-bullet-dev&lt;/div&gt;</summary>
		<author><name>wiki&gt;Sergof</name></author>
		
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