oh_qxs
opppps,the problem has been solved temporarily, It is because the point's number in geometry, so I export the geometry first as obj file, then read from file and do convex decomposition then, It is ok, I will find the true reason :twisted:
If you use decompositon from bullet example files, be carefull. Its APPROXIMATE Convex Decomposition, so finall body(object) can be compress(deform) and If you have two or more pieces which are close, solver explode this objects. I am preparing new sop node for decomp, but I use my algorithm(I used this alg. some time, but in last few days, I worked on it, and its better), which create convex bodies, which is not deform!
Netvudu
Hi cybermax.
Autofreeze is a DOP node that checks the “energy” left on every “dobject” and if it is below the threshold given by the user it takes out that dobject from the simulation.
It´s very handy because as the pieces stop around the simulation gets faster and also you never have unwanted vibrations at the end.
I will also take the chance to thank you again for the bullet solver. I´m having a lot of fun playing with it. 8)
I would like to ask you a couple of questions. In case of an object that collapses slowly and gradually from one side to the other what is the best method to follow? Would it be using multijoints?
Also, regarding forces…The bullet_force looks like a directional force. Is it the only type of force available? (if it is, then ok…just asking).
Thanks.
Autofreeze: Yes, bullet include this function, I can implement.
Fracture X Constraints: like a default I recommend constraints which create better result, but If you have many thousand constraints, Its vibrate, so in this case, you can use fracture or combine!
bullet_force: Its point force, so You can have volume, where every voxel has one force and you can simulate for eg. wind.