hbiz Posted November 11, 2013 Share Posted November 11, 2013 (edited) I'm beginning my exploration of dops and I wanted to take a simple poly sphere, partition it into groups where each face is in its own group, then feed that into an rigid body sim to have it shatter against a static ground plane. Attached is a simple scene with my attempt to do this. The only issue is that some faces of the sphere remain unaffected and others pass through the floor. I'm not sure if I'm partitioning incorrectly or if my collision setup is incorrect. Thanks for your time sphere_shatter.hip Edited November 11, 2013 by hbiz Quote Link to comment Share on other sites More sharing options...
cwhite Posted November 11, 2013 Share Posted November 11, 2013 Some of the pieces have zero volume (and hence zero mass), and the Bullet solver treats objects with a mass of zero as static objects. You can work around this by turning off the Compute Mass parameter and specifying your own mass. Quote Link to comment Share on other sites More sharing options...
hbiz Posted November 12, 2013 Author Share Posted November 12, 2013 thanks! that fixed it Quote Link to comment Share on other sites More sharing options...
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