05-10-2017, 08:50 AM
(This post was last modified: 05-10-2017, 08:55 AM by josemendez.)
(04-10-2017, 10:24 PM)brad404 Wrote: Hi Jose, Thank you for the response.
I have tried that crane scene and it does work as you said. After a few hours of testing it does seem this issue only happens in a certain situation.
If the rope is stretched between two pins it works, but then if it's disabled and re-enabled it stops working (like the image below shows).
It only seems to continue it's simulation after being disabled - if the rope was bent at the point of disabling.
The rope is 0.1 resolution in this scene, I can send it over if required.
Many thanks, Brad.
Hi Brad,
I could reproduce this, it is in fact a bug. When asleep particles (particles with a kinetic energy below a certain threshold) are deactivated and re-activated, they do not wake up on collision. Thanks a lot for reporting it! Will fix it asap and send you a patch.
A (ugly) workaround for now is to move the rope a slight bit after re-enabling it. This is enough to wake up the particles and re-enable the collision.
When you disable the rope in a bent state, the bend constraint themselves move the rope particles upon reactivation (since they have potential energy stored) and that's enough to wake them up. That's why a bent rope works ok, while a completely straight rope does not.