Bullet RBD Bug Report - strange behaviour with "AS IS&q

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RBD Glue Object With Convex Hull - https://dl.dropbox.com/s/jkvqu6rotpj8jl0/conv.mpg?dl=1 [dl.dropbox.com]
RBD Glue Object With Actual Shape(Polygons As Convex Hulls Disabled) -
https://dl.dropbox.com/s/1sgcps8bgvooifb/act.mpg?dl=1 [dl.dropbox.com]

Attachments:
scene.hipnc (218.1 KB)

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Go to Torus_object1>polyExtrude1>Options and turn off output back.
It was creating hollow torus object and so Bullet was giving trouble.
Also go to dopnet>rbd solver>bullet, and set the Number of steps and constraint iterations to default. It will work.

If you want hollow torus.
Keep the above mentioned option turned on.
On voronoi fracture turn on connect inside edges.
Go to dopnet>torus_object>collisions>volume , turn on laser scan and set the proper number of uniform divisions to represent the torus shape.
Go to the rbd solver and change the type from Bullet to RBD. It will work.

I could not make Bullet solver to work on hollow torus.
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i need to simulate hollow object with bullet solver and with exact shape, not hulls.
it IS possible to do in exocortex momentum, which is based on bullet solver.
so this is a bug and its need to be solved.
i know how to use an RBD solver instead of Bullet, its working fine.
ive repoted a bug, im not asking how to achieve proper result
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In your example file above in the first post, just turn on “Polygons As Covex Hulls” on the “torus_object1” RBD Glue Object and it works as expected.

If your pieces are manifold as they look to be, then all should be ok.

If you have single surfaces, then yes disabling Polygons as convex hulls does work ok. I just posted a file that required this yesterday with bouncing balls in a single sided concave box that had no thickness to it at all…

Just what are you asking for? For the voronoi fracture to output single exterior faces with no interiors to smash up?
There's at least one school like the old school!
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oh my god..
this is just an example file.
its WORKING PERFECT WITH CONVEX HULLS.
IM REPORTING A BUG - wrong behaviour when using actual shape as collider.
:?
isnt it weird:
other software with same properties on object - nice
houdini - jiggly dance of pieces
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i need to have actual shape of dynamic object as colliding surface, not convex hull.
it is possible with RBD
its impossible with bullet.
but bullet is able to do this stuff, not in houdini, but in exocortex momentum.
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