Bullet solver and complex collision volume shapes

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I'm curious how people are using Bullet in simulations. I'm noticing that with any complexity to the collision volume (i.e. any concave-ness) Bullet breaks down horribly and bounces off the volume like it was an implied cube.

How are people using Bullet to get around this problem? I'd really like to use Bullet for what I'm working on because it's so much faster but I'm not sure how to do something simple like create a wall with a few indents in it and have Bullet work with that shape.

Bullet is great against the default ground plane but against anything else it seems to be pure fail for me regardless of what settings I use.
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Do you have an example scene prepared so we can take a look at it?

Would like to see it happening in front of me to work things out..
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Like johnnycore said, it helps to post a hip file, or at least an image/video.

However, I think that if on your RBD Object, go to Collisions/Bullet Data, and uncheck Polygons as Convex Hulls, you'll get the behavior you're looking for. This isn't quite as stable as convex hulls, but it works, and in some cases, is what people are looking for, especially in circumstances where you're filling an object up with something.

Cheers!
I'm o.d.d.
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