H.11 RBD Problem
Posted 29 July 2012 - 03:22 PM
Posted 30 July 2012 - 01:15 AM
Thanks for pointing this out, i must have forgotten.
Posted 30 July 2012 - 06:21 PM
So. a few things I changed...
For roughly spherical objects like that you might as well use an implicit sphere as the collision object - it'll be quicker and depending how close you are to the object it's unlikely you'll notice the penetration.
I think the popping comes largely from including 'resolve penetration' in the solver - it's not normally turned on by default - basically when the solver finds two penetrating objects it will physically move one or both on that frame to resolve the intersection, and you end up with that popping.
You can reduce the impact the objects are having within the group by reducing 'shock propogation'... otherwise collisions can reverberate around the box and they'll take longer to settle.
Finally increase substeps, it's slower but you'll get a smoother result.
Hope that helps
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