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Help  Multiple Chains Simulation Best Practice
#3
(13-03-2022, 04:11 PM)sdu7chez Wrote: It has been over a month and no reply?  I paid for this asset and I can't get any support?

I'm not sure if you've noticed, but basically every query/issue on this entire forum is handled by one person, I'm sure posts get lost in the mix. Bumping the thread like we are now is the best way to follow up.

As for your performance question, really the best thing I can suggest is that you have a comprehensive read of the manual, which I'm sure you already have if you're using the chain renderer. However, there is quite a bit of information regarding the trade-off between performance and simulation quality when covering solvers and particularly the page about simulation

My *personal and relatively inexperienced advice* is to ruthlessly cut back the parts of your simulation that aren't an absolute priority(in this case the priority seems to be the pin constraints and collision detection with the disc), test the results of simpler simulations, and then build it back up to identify where performance issues are coming from and where you could find a workaround. For example, in the video you discuss the chains intercolliding, which is unlikely to be visible from a distance when the chains are already reacting to the disc collision. Given that those intercollisions will obviously be simultaneous with calculating the disc collisions, this stands out to me as a likely performance issue for little benefit if the chains don't interact at any other time. If you want the effect of all the chains reacting to an impact, there are more efficient ways such as slightly shaking the anchor rigidbody.

You should also have a look at the chain constraints page for your purposes, if you're already using it that may explain the jittering in your video, otherwise you are probably correct that the issue is that the pin constraints are causing obi particles to intersect with a collider and need to be moved, or it could be an issue with the mass ratio between the particles and the anchor rigidbody being too large. 
As for the disk collision question, simply adding an ObiCollider component to your disc and assigning the existing mesh as the source collider should achieve what you want, the rigidbody is only needed for pin constraints etc. If there are still issues, I would suggest adapting a primitive collider(scaled down capsule perhaps) and using that as the source, as obi particles are much more consistent with those than irregular meshes, particularly thin meshes like your disk.

I hope this helps, and I'm sure José will swoop in with some more specific and useful advice soon  Gran sonrisa
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Messages In This Thread
RE: Multiple Chains Simulation Best Practice - by Xanduffy - 13-03-2022, 05:56 PM