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Help  Collisions do not happens properly with object's mass lower than 0.7
#2
(17-05-2025, 02:12 PM)quent_1982 Wrote: I have a chain and player with active ragdoll that based on configurable joints. Each of player's limb have mass ~0.25kg and next hierarchy:

----LimbWithJoint (Joint, Rigidbody and ObiRigidbody)
--------Limb'sCollider (Convex MeshCollider with ObiCollider)

(Core mass is in the root of player's rigidbody and equals 3kg)

So, when collision is happened between limb and chain there is almost no push effect, limb is just going through the chain. The collisions start working only if mass of limb is greater than ~0.7kg and they are not perfect.

Mass of each point in ObiPathEditor is 0.25kg, ObiRope mass is 1kg, surface and self collisions are turned off.

Hi,

The reason for this is the same as for gaps in attachments in your previous post: joints are not solved together with rope physics (since it's a separate physics engine), but *after* rope physics. As a result, joints are solved after rope collisions take place and they move the rigidbodies to a new state that does not fully comply with collision constraints. After all, collisions and attachments are very similar: attachments both "push" and "pull", while collisions only "push".

The solution is also the same: use a smaller timestep and/or modify the mass of the involved rigidbodies.

kind regards,
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Messages In This Thread
RE: Collisions do not happens properly with object's mass lower than 0.7 - by josemendez - Yesterday, 06:50 AM