Source Filmmaker

Source Filmmaker

novacrazy 12 jan. 2014 às 12:51
SFMPhys2 Development
There hasn't been any development to sfmphys in about five months or more, and I've decided to completely revamp that idea into SFMPhys2 using new features in Source Filmmaker as well as multiple physics engines for the picky.

So far it's still in the setting up stages and exploring SFM in detail so I know what I have to work with, but the real work will begin in a week or so. Before then, though, I would like to gain the input of the community on what I should include.

My ideas are as follows: a full GUI intertwined with the SFM GUI for settings relating to the simulations and engine, such as gravity and anything else I can get set up. Engine settings will be on a per-project basis so you don't have to set things up again, and the same with individual physics objects. For flat maps, like Portal, I may be able to set up a rudimentary floor and wall system so you don't have to make huge flat surfaces right under the map floor. Furthermore, and I may need some help or at least advice with this one, I'd like to get more detailed collision systems running that may require access to the raw model data to do so... Not sure on that yet. If I can do this, too, I'd like to have dynamically generated cloth models with varying properties, sized, details, etc.

As of now, without truly testing it, I want to support the following physics engines:
  • Bullet (the engine for the original)
  • DynaMechs (good for robotics, but not sure how it'll work in SFM)
  • Jiggle (simple engine)
  • ODE (Open Dynamics Engine)
  • PhysX* (NVidia's huge and powerful engine used in many games)
  • Tokamak (Another simple one)
  • TrueAxis* (Simple but good engine)
  • OpenTissue
  • Newton
  • Havok* (experimental)

The engines with an asterisk next to them are NOT open source, and will not be included by default. However, I will try to include plug-in support for them should anyone want to acquire them. TrueAxis does have a non-commercial version that can be downloaded seperately after agreeing to the license. Havok also has a similar liscense and I'll link to their download pages.

That's about all I can think of right now, plus everything sfmphys already had.

If anyone here has any thoughts on how I should do things or features I should add then please comment or message me. I’m always open to suggestions.

Temporary Google Site for the project can be found here: https://sites.google.com/site/sfmphys2/
Última alteração por novacrazy; 13 jan. 2014 às 18:07
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Pte Jack 12 jan. 2014 às 14:13 
Can you identify with engines are open source or included and with are commerical?
novacrazy 12 jan. 2014 às 14:59 
Changed the original post to answer that.
Pte Jack 12 jan. 2014 às 16:08 
Thanks, looking forward to your development. Will you be opening a Steam Group?
novacrazy 12 jan. 2014 às 16:10 
Maybe once I get some viable code up and running I will. Thanks for that idea.
Pte Jack 12 jan. 2014 às 16:12 
Excellent, look forward to it... Wish I had the ability to assist.
PalmliX 13 jan. 2014 às 0:20 
Wow, ambitious stuff man! It would be incredible for the community and the future of SFM if you could pull this off. I echo Jack's sentiments here, wish I had the ability to help out. Where can I make a donation?
Sarsour 13 jan. 2014 às 15:10 
♥♥♥♥♥♥♥♥♥, This is all thats missing man, I've been trying to figure out how to create a simple cloth mesh in Blender that I could use to simulate as cloth within Source filmmaker. (as a bed cover for a character to pull over himself)

Best of luck, we all appreciate the initiative. If there is anything I can do, let me know, but I highly doubt I am advanced enough to aid you.
Última alteração por Sarsour; 13 jan. 2014 às 15:10
novacrazy 13 jan. 2014 às 18:06 
I've created a small Google Site for now until I get my server set up. Here is the link: https://sites.google.com/site/sfmphys2/

It includes info on donations, too, in case anyone wants to help a poor college student. Lol.

Now the real work begins.
raptornx01 14 jan. 2014 às 7:35 
Use an open source engine that can be included. The script is complicated enough for most people to use without having to worry about installing some outside program (not to mention you wouldn't want people to have to pay to use the script).

Features sfmphys needs:

~~Map detection. not just the floor, but walls and things as well would be helpful.
~~have the detection conform more to the model shape. right now we have a box, and a ball. thats is.
~~support for more models. right now, not every model will work with it, some won't accept the rig, and some will, but won't simulate. maybe the script could work around the model mesh itself, rather then phy or collision models?
~~make the simulation as resource efficient as possible. currently there is an upper limit to how many models can be sim'd at one time before sfm crashes.
~~vertex based simulations might be nice as well if they could be implemented.

Originalmente postado por Sarsour:
♥♥♥♥♥♥♥♥♥, This is all thats missing man, I've been trying to figure out how to create a simple cloth mesh in Blender that I could use to simulate as cloth within Source filmmaker. (as a bed cover for a character to pull over himself)

Best of luck, we all appreciate the initiative. If there is anything I can do, let me know, but I highly doubt I am advanced enough to aid you.

You know there is a cloth model included with sfmphys, right? all you have to do is make a texture for it (it's black by default.)


Sarsour 22 jan. 2014 às 0:22 
Originalmente postado por PF2 raptornx01:
Use an open source engine that can be included. The script is complicated enough for most people to use without having to worry about installing some outside program (not to mention you wouldn't want people to have to pay to use the script).

Features sfmphys needs:

~~Map detection. not just the floor, but walls and things as well would be helpful.
~~have the detection conform more to the model shape. right now we have a box, and a ball. thats is.
~~support for more models. right now, not every model will work with it, some won't accept the rig, and some will, but won't simulate. maybe the script could work around the model mesh itself, rather then phy or collision models?
~~make the simulation as resource efficient as possible. currently there is an upper limit to how many models can be sim'd at one time before sfm crashes.
~~vertex based simulations might be nice as well if they could be implemented.

Originalmente postado por Sarsour:
♥♥♥♥♥♥♥♥♥, This is all thats missing man, I've been trying to figure out how to create a simple cloth mesh in Blender that I could use to simulate as cloth within Source filmmaker. (as a bed cover for a character to pull over himself)

Best of luck, we all appreciate the initiative. If there is anything I can do, let me know, but I highly doubt I am advanced enough to aid you.

You know there is a cloth model included with sfmphys, right? all you have to do is make a texture for it (it's black by default.)

Oh yeah I knew, but do you think I can edit the dimensions and what not?
raptornx01 22 jan. 2014 às 1:21 
well, you have a couple options;

1. you use the scale tool
2. you decompile the thing and edit it in blender of what ever, or
3. all it is is a big flat model with a crap load of bones. you could just stretch it out.
Sarsour 9 fev. 2014 às 5:42 
thats right the scale option is there now!! such an amazing time saver for me instead of having to keep compiling models until I get them the right size!
and maybe I can just edit the VTF to a color/texture I prefer!

EDIT: Does the scaling only work uniformly in all directions? or can I scale it on a single axis?
Última alteração por Sarsour; 9 fev. 2014 às 10:32
ggregory678 6 out. 2014 às 2:15 
Any news?
Pte Jack 6 out. 2014 às 4:03 
Looks like a dead project, no updates since the 25th of Jan.
novacrazy 6 out. 2014 às 4:33 
The project is kind of dead in the water right now. The complete lack of interest from people and the overwhelming work I've had to do both in college and with my job led me to put it on haitus until I have a month or two that I can work on it again.
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Postado a: 12 jan. 2014 às 12:51
Comentários: 22