Saturday, February 19, 2011

Source code relased.

This was done some time ago. But I forgot to blog post the news. Sorry, but i just don't have the time to finish or perhaps restart and finish this code. So the code is released in its raw awesome form. For more details please refer to the sorceforge forum:

Tuesday, April 13, 2010


Long time no posts. Sorry. The code is not clean. However if i don't do something with it very soon i will release it all.

Again. Sorry. Life interferes like that.

Saturday, July 11, 2009

Poll for what I should work on next

But no dates for when they would be worked on. Yes documentation is not on the list. Sorry. I think that slackware64 current has a screen grabber so perhaps you will get a video tutorial soon.

Monday, April 20, 2009

Emiter update.

TroY manged to find a bug or two with emitters. So setting normals should work now. Don't forget that for the object to be animated you must uncheck the static checkbox. Also Emitters are still "old" code in that only vertex's emit fluid and their normals are defined by the AoI object, so you need shading to be set for the object. Same link as always.

Monday, April 13, 2009

Selection Sets and Physics

I have now revamped part of the GUI work the why I would have always liked it to work. To make a long story short you can now set up parameters on a selection of objects or even a selection Set. This can make larger scenes much easier to work with.

There are however a few things you should know. If you selected a group of objects, then every selection set that is a subset of the current selection will also be selected. Also if you selected a selection set --all its selection set subsets are also selected.

Now the tricky part is when the editor is disabled. This means that all the objects that are selected do NOT have the same parameters or type. Or alternatively the type selected from the drop down is different. At this stage you can choose to set all of the current selection to what the editor has via the set to selection button.

So anyway a little playing around should make things clear.

The other thing that has changed is the way other objects are handled. In particular soft-bodies. They now have there own iterative solver. Its not different at this stage, but uses a smaller time step from the rest of the simulation, and hence the whole simulation can proceed much faster (ie with larger time steps). You can control this with the internal reps parameters for soft-bodies. Higher means more internal iterations. However this won't solve all stability issues so smaller global time steps will still be generally required for fluid soft-body interactions.

The other nice change is that I now check to see if the soft body simulation is trying to use all the ram. At this point it throws an exception rather than just consuming every last Meg on your machine. In this case either increase the internal reps or reduce the time step.

Don't forget to delete the physics object on older scenes and recreate a new one.

Here it is

Monday, January 19, 2009


Once i properly answered the question i found even more bugs....

So now it should always "convert to trimesh" without any special settings. Same link as below.

Small Release

Due to a question in the weekend i found a few Synchronization bugs. These are fixed in this release. There is still another bug floating around that does not seem to stop anything...

So its at the normal place:

Wednesday, July 30, 2008

Do we like bugs?

Cus I have a lot of em! The fixes for the surfaces had lots of bugs. And now they are fixed. I don't have much time so this will be brief.
  • Metaball ratio now works. So rather than changing spacing in the advance menu you can just set this to a value larger than 1. You will then need to adjust the threshold and if you get funny ray traced isosurfaces, you need to put the max gradient up to about 3 or higher as needed. This can slow down raytracing a lot.
  • Doubling the metaball size will make render about 8 times slower. Use the sampled grid if you can.
  • You can now convert your physics object to a triangle mesh. Just how legal the mesh is and how well it works in the rest of AoI is prone to ... unstable behaver.
  • I completely revamped the synchronization code using ReadWriteLocks. Seems to work well, but I still cheat a little.
  • This means there should be no more flashing animations. If you do get one with this new version let me know.
  • When you reload the file you worked on "yesterday" the particles are duped. This means that the first frame from you bake is stuffed. Don't use it to see whats going on and don't "rebake" from the first frame without reseting the whole thing.
  • Generally if something seems to start to go wrong. Reset, Rebake.
You know where to download it from.....