Bullet - rigid body setting gets deleted in a full copy of a scene #34806

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opened 2013-03-29 00:17:45 +01:00 by Tom Poletek · 6 comments

%%%Windows 7 HP 64-bit

Official 2.66a but also 2.66.3 from graphicall

Create eg. sphere, open Rigid Body Tools, set the sphere as active, then add a plane make it passive, move sphere up and play an animation. It's working well. Now make a full copy of a scene - all the rigid body settings gets erased.%%%

%%%Windows 7 HP 64-bit Official 2.66a but also 2.66.3 from graphicall Create eg. sphere, open Rigid Body Tools, set the sphere as active, then add a plane make it passive, move sphere up and play an animation. It's working well. Now make a full copy of a scene - all the rigid body settings gets erased.%%%
Author

Changed status to: 'Open'

Changed status to: 'Open'

%%%This is just a limitation of the current system.
We still need to figure out what the best behaviour when copying scenes would be.%%%

%%%This is just a limitation of the current system. We still need to figure out what the best behaviour when copying scenes would be.%%%
Member

%%%A start would be to make it as the other simulations: Settings get copied but bake / cache /other stuff does not get copied.%%%

%%%A start would be to make it as the other simulations: Settings get copied but bake / cache /other stuff does not get copied.%%%

%%%The main issue here are groups.
The rigid body world uses a group to keep track of objects in the simulation.
Copying scenes doesn't duplicate groups, so you get a new world with the old group (with the old objects) which messes things up badly.

The only solution I thoulght of so far is to create a new group for the world upon copy and add the duplicated rigid bodies to the new group.
Doesn't seem too be the best solution though, so I'm hesitant to do it.%%%

%%%The main issue here are groups. The rigid body world uses a group to keep track of objects in the simulation. Copying scenes doesn't duplicate groups, so you get a new world with the old group (with the old objects) which messes things up badly. The only solution I thoulght of so far is to create a new group for the world upon copy and add the duplicated rigid bodies to the new group. Doesn't seem too be the best solution though, so I'm hesitant to do it.%%%

%%%Copying the rigid boy group seems like a reasonable thing to do. If you're making a full copy of the scene then having the rigid body group copied is exactly what I would expect to happen. I don't think there's any other solution, so I've just implemented that now.

Fix in svn, thanks for the report.%%%

%%%Copying the rigid boy group seems like a reasonable thing to do. If you're making a full copy of the scene then having the rigid body group copied is exactly what I would expect to happen. I don't think there's any other solution, so I've just implemented that now. Fix in svn, thanks for the report.%%%

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#34806
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