15-08-2025, 12:34 PM
(15-08-2025, 12:10 PM)josemendez Wrote: I've been trying to reproduce this to no avail. Tested with a rod that's curved at rest, sliding it into a straight collider, then disabling the collider: the rod quickly recovers its initial shape. Would it be possible for you to send a repro scene, so that I can take a look at what's going on?
Was finally able to reproduce by using the modified BurstBendTwistConstraintsBatch.cs file I shared in your other thread regarding pin constraints, I was using the version downloaded from the store. Make sure the disambiguation code (right before the plasticity code you tried commenting out) looks as in the original, retail version of the file:
Code:
quaternion omega_plus;
omega_plus.value = omega.value + rest.value; //delta Omega with - omega_0
omega.value -= rest.value; //delta Omega with + omega_0
if (math.lengthsq(omega.value) > math.lengthsq(omega_plus.value))
omega = omega_plus;
Checking only the real part of the quaternion is not correct for bend/twist constraints.
Let me know how it goes,
kind regards