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Is this expected behaviour?
Is this expected behaviour?
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Such Stuff
12 Years Ago
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Is this expected behaviour?
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Such Stuff
Such Stuff
Posted 12 Years Ago
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I've been a bit baffled by some of the results I've seen from the physics engine. This test case is one example. It is Box_001 set to kinetic and Ball_001 set to the Soft_Beachball preset. I realise that soft-body physics is taxing for the software, but I'm surprised to see the ball apparently break through the infinite plane in a simple set-up like this. Is there something I'm missing?
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warlord720
warlord720
Posted 12 Years Ago
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I've had this same thing happen in Studio Max physics too. In both apps I usually set a 2nd floor prop with physics enabled to stop the fall through. Sometimes this can give unexpected results with the two meshes being on top of each other but usually provides a workaround for me to get the task completed.
Not sure if this solves your problem but it might help.
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I LIVE to anymate, irritate and machinamate. Not necessarily in that order.
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Such Stuff
Such Stuff
Posted 12 Years Ago
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Thanks for the reply, Warlord. I was actually working on something completely different, when I ran across various problems. That test was just to isolate one of the problems. As far as I can see, anything using soft bodied objects seems pretty flaky. In this test everything works as expected when both the box and the ball are dynamic. Changing the ball to be soft bodied results in it penetrating the box and embedding itself inside it.
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Adjusting the collision margin doesn't improve things.
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Sen
Sen
Posted 12 Years Ago
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Hi ,
Don't set the box to "selfmesh" for interact with softbody . Set in box .
CGTRADER
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Such Stuff
Such Stuff
Posted 12 Years Ago
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Hi Sen, thanks for doing the test. The test I did also had the box mesh enabled. It's interesting that we have very similar tests with different results. That kind of bears out what I've been seeing. Sometimes it seems to work as expected, and other times it doesn't.
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