Interest in continuing Nima as open source?
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Author Topic: Interest in continuing Nima as open source?  (Read 6998 times)
Erwin
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« on: November 26, 2007, 07:41:12 pm »


I consider picking up the Nima project, and add the open source Bullet physics engine. It would be a fork from an older Nima version, with some functionality removed, but fully open source.

If you are interested, please reply here:

http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=12&t=1622

Thanks,
Erwin

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Ralf Stauder
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« Reply #1 on: November 27, 2007, 06:49:29 am »

Since you mention the Bullet engine, do you plan to continue this as a simulation for Maya (basically exchanging the simulation engine behind it) or as a possibility to create your PhysX objects with Maya, too?

For me, I'm mainly interested in the second part.

cu,
Ralf

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Henrik Cednert
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« Reply #2 on: November 29, 2007, 04:27:51 pm »

Hey there

On that forum you linked to it actually seems like there are a wide spread interest for Nima. It is so odd that they cancel it. =( I mean... there is nothing like this out there for Maya. =(((

Is there something that can be done to save nima from cancelation? Nima is so needed out here.


I consider picking up the Nima project, and add the open source Bullet physics engine. It would be a fork from an older Nima version, with some functionality removed, but fully open source.

If you are interested, please reply here:

http://www.bulletphysics.com/Bullet/phpBB3/viewtopic.php?f=12&t=1622

Thanks,
Erwin


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Erwin
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« Reply #3 on: December 04, 2007, 09:41:20 pm »


Quote
Since you mention the Bullet engine, do you plan to continue this as a simulation for Maya (basically exchanging the simulation engine behind it) or as a possibility to create your PhysX objects with Maya, too?

For me, I'm mainly interested in the second part.

I'm mainly interested in having a free physics authoring plugin for Maya available. The current COLLADA format can be read by PhysX and Bullet, so that is useful for both.

The plan is to replace from PhysX simulation engine to Bullet, dropping the requirement for PhysX driver installation for the plugin. The priority for this plan will increase if there is more interest/feedback.

Thanks,
Erwin
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Gregory Junker
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« Reply #4 on: December 28, 2007, 07:07:28 pm »

Hi Erwin,

I would be very interested in this, as well as helping work on it if needed.

Greg
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