Timm Dapper Posted April 9, 2008 Share Posted April 9, 2008 Hi there! I have a scene here that gives me some headache. I have been asked to simulate a box on a table, that falls off, while the table is moving through a room. The table movements are extremely strong, so the simulation tends to blow up. Using the trick of making the table movement much more suddle, while moving the sourroundings around makes the first part work better, but since the sourroundings now move very quickly, once the box is hit by the sourroundings (and other pieces of furniture) I have the same problem. I tried to break this problem down and actually I have an extremly simple test that I am already having problems understanding. I attached the scene. Usually friction works pretty well for me, but in the attached case there seems to be (1) no friction influencing the movement at all (2) a really bad collision detection I have the feeling that I am just missing a setting, but I don't really know which one. I already tried: (1) Adding geometric detail to the cubes (2) Increasing volume representation quality (3) increasing the solver substeps (4) increasing density of the small cube to give it more mass Any pointers would be very much appreciated! Best Timm frictionator.hip Quote Link to comment Share on other sites More sharing options...
GallenWolf Posted April 10, 2008 Share Posted April 10, 2008 You will need to use a static object instead of RBDs, and make sure the rbd solver data is not attached to it. What you don't want is the collission sdf regenerating at every frame, that's a pita to keep stable. GW frictionator_MK2.hip Quote Link to comment Share on other sites More sharing options...
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