Silly Question, but is there a way to animate the substeps on an RBD bullet sim? Ideally i'd have many substeps on the first 100 frames, so things don't fall through the ground, then have a very low setting for the bulk of the sim, and then rachet up the substeps for the last 100 frames.
It seems you cannot animate the "global" dopnet substeps.. and keyframing the RBD_solver inside seems to be a lie, it seems to only use the value on frame 1 for the whole sequence. Any ideas?