Odforce CrossPost - Hard Constraints Stretching Past RestLen

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Thread here: https://forums.odforce.net/topic/43991-hard-constraints-stretching-beyond-rest-length/ [forums.odforce.net]


Hi all!,

I'm having trouble with the hard constraints, in combination with glue, attached to animated objects not respecting their rest length.



Image Not Found


I can't seem to figure out why the setup chooses to stretch the hard constraint rather than break the glue.

Example file attached below.

Any help would be greatly appreciated.
Edited by Feathered - Oct. 29, 2019 19:57:53

Attachments:
Snap_Constraints_Example_2.hip (328.0 KB)

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Probably because Glue currently breaks only on Impacts or manually
There is no strain on individual glued pieces as they are seen by bullet as a single compound object with a single center of mass
Tomas Slancik
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Thanks Tomas,

tamte
they are seen by bullet as a single compound object with a single center of mass

Did not know that's how bullet treats the glued objects, that makes a lot of sense actually.

If pieces connected by springs are treated as separated masses I could use them instead and once they exceed a rest length just remove the primitives but then there's still the issue of needing to keep the other pieces together and not all jittering around.

It's almost like I needs a reference sim held together with springs that when they would exceed their rest length actually blasts both that spring and a glue primitive in the main sim. Dunno if I can make that work but might as well try.
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