With this release, Cheetah3D moves decidedly into the FX field, with the inclusion of a Bullet Physics engine—which can be combined with the existing particle and effector forces features to produce very interesting effects. Now, I've used other bullet physics engines (mainly in Blender), and in comparison, Cheetah3D's is very good and intuitive. Although at first it is hard to decipher the meaning of some of the settings (and the documentation, as we're used to, is a bit lacking), with just a bit of fiddling around one can get pretty decent results in no time. Most simple simulations can be viewed right away by hitting the Play button in the Timeline window. For more complex simulations, it is recommended to use the Bake simulation function, which can be found in the Dynamics panel (figure 1). To access this panel, click on the new Dynamics button in the Toolbar (figure 2).
Figure 2. To access the Dynamics properties panel, click on the pink weight with a B. |
In Cheetah3D, bullet physics simulation works like this: you decide which objects are going to be interacting in a scene. You assign bullet physics tags to them, depending on whether they are moving or static rigid bodies (not flexible), soft-body objects (flexible, bendy stuff), or rope-like objects. There is an additional Anchor tag that lets you define selected points/spline control points as static—imagine a flag attached to a pole at two spots, or a string hanging from one end.
Figure 3. The four new bullet physics tags. |
Figure 4. This little bugger was created by using the setup shown on Figure 5. |
Figure 5. The Isosurface creator object lets you combine multiple objects into a single glob. The amount of individual globs depends on the number of vertices an object has. |
Other new features include new objects (Capsule, Fractal, Line) and new modifiers (Smooth, Crumple, Shell). I find the Shell modifier an incredibly useful tool, I am sure it's going to be an instant hit :)
Of the remaining new features and improvements, I'd like to mention two. The first one is a revamped, really good Bevel tool (now you can do multi-level, subdivided, concave and convex bevels!). The old Bevel tool was OK, but it was so basic that I almost never used it—I like rounded edges. The other new, incredible feature is the ability to key the position of individual vertices and Bezier curve points directly, without the need of using a Morph tag. For quick and dirty animation/deformation, it is absolutely great.
All in all, I feel this is a very solid update, with lots of new goodies. Just the bullet physics implementation is worth the (reduced) price of the upgrade. As always, I feel that Cheetah3D is missing good documentation. However, Tonio Loewald, a long-time Cheetah3D user, has just released what could be a definite guide to the program, You can find it here.