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Bug / Crash  One Particle acts like kinematic
#16
(24-06-2021, 02:32 PM)josemendez Wrote: Do you mean numerical editor fields for translation, rotation and scale of each control point? (similar to the transform component of a gameObject)

Jittering happens because you're using surface collisions. See the last bit of the manual page for a detailed explanation of why jittering happens:
http://obi.virtualmethodstudio.com/manua...sions.html

If you must use surface collisions, use a higher surface collision tolerance parameter in the solver.  Note that jittering cannot be completely eliminated when using surface collisions, since it's a limitation of the method used: https://mmacklin.com/sdfcontact.pdf
Yeah numerical fields would be perfect- a lot of time I try to place tangence exactly over point, but in 3d it is quite a challenge...


Yeah I read about this problem of surface collision, and tried not to use it, But my cable should be pretty thin, and so need to be partiocles- so natural collision is prone to intersection(even smallest stretch creates holes in general collider)
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Messages In This Thread
One Particle acts like kinematic - by alex798 - 24-06-2021, 08:49 AM
RE: One Particle acts like kinematic - by alex798 - 24-06-2021, 10:15 AM
RE: One Particle acts like kinematic - by alex798 - 24-06-2021, 10:49 AM
RE: One Particle acts like kinematic - by alex798 - 24-06-2021, 12:21 PM
RE: One Particle acts like kinematic - by alex798 - 24-06-2021, 01:23 PM
RE: One Particle acts like kinematic - by alex798 - 24-06-2021, 01:57 PM
RE: One Particle acts like kinematic - by alex798 - 24-06-2021, 02:28 PM
RE: One Particle acts like kinematic - by alex798 - 24-06-2021, 02:54 PM