Rope joint limits not applied (code + images) #565
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Even setting the dist_X_X to 0.1, the simulation doesn't respect the distance between the rigid bodies, causing the cube to deform more than necessary. |
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It looks like the joints are messing the result up. Not best approach anyway, it is in the realm of deformable bodies. |
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Hi,
Using a simple cube and a sphere, using ropejoints, I expected the cube to deform and hang. Instead, it only deforms, ignoring the limits of the ropejoint.
I put this question in this section (discussion) because it is certainly me not doing something properly and not the engine.
The example take some simplified shapes.
Init cube (RB) shape with a subdiv:
Init cube (RB) showing the sphere (collider) inside of it:
Larger view:
Deformation
Expected result:
So the deformation part works just fine.
The issue is that the cube should not keep going down when some limits are applied:
I over-constrain the cube, with each triangle edge having a joint, irrespective of an already registered edge with a former triangle.
In this example, the cube should keep its cube look, almost no deformation, because the max limit is the current distance between the points. And we should never reach the min in that simulation.
Is there an obvious issue with the setup ?
Thanks
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