Is there any reason why the rigid body solver (DOP) isn't respecting the collision point velocity? I have essentially a wrecking ball into a wall, and if I multiply up the collision's point velocity attribute, there's no change on the force of the impact.
I'm using a standard static object set to deforming, nothing special. I even tried adding it as an rbdPackedObject set to static Deforming, still no change upon point velocity increase
rigid body solver not respecting static objects' "v" attr
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- Andrew Furlong
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