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Blender 2.8 rigid body
Blender 2.8 rigid body









blender 2.8 rigid body

The important, non-obvious things for rigid body physics are:Īll mass lies at the origin of the object. If that's the origin of your hammer, you're placing it at the center of rotation, rather than the center of mass, probably to get behavior you want, yet placing the origin here is creating other problems. You're trying to do stuff with collision when rigid body constraints would work better. I think that you're compounding workaround with workaround here. I will give the link to my file below to anyone who wants it. Here are the rigid body settings for my hammer object: Instead of swinging down like I want it to, it starts bouncing around the center pivot point incredibly fast that it starts rising instead of dropping. Here is an example I have, where I want this hammer to swing around the pivot point, and come swinging down. All my other objects that have convex hull collision behave normally, it's only when I switch it to mesh collision that it starts acting weird.

blender 2.8 rigid body

I turned the solver iterations and substeps per frame over 1000 and I felt like that just made it worse.

blender 2.8 rigid body

Some things just started bouncing uncontrollably while others just shook violently. My problem is that whenever I do this, it doesn't behave like it should at all. I am currently using blender version 2.92.2, and I am making a simple rube Goldberg physics simulation, however, for some of my objects I will need to use rigid bodies that have mesh collision instead of convex hull.











Blender 2.8 rigid body