Frequent Physics Issues

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Avoid Scaling

Don't scale your objects. Apply scale using CTRL-A. If you use Sphere-bounds, make sure the radius fits the sphere:

Image:radiusissue.jpg

Keep masses for dynamic objects similar

If an object of 100 kg rests on an object of 0.1 kg, the simulation will have difficulties. In order to avoid large mass ratios, keep mass of objects similar (in the order of a few kg)

Assign the right bounds type

For a cylinder, choose cylinder, even for non-moving objects. Similar for a box etc. Convex Hull can appoximate meshes for moving objects and static objects.

Image:bounds_choosing.jpg

Don't use too many vertices in Convex Hull meshes

About 4 to 32 vertices should be fine.

Leave the gravity to 10, don't make it too large

The physics simulation works better with smaller gravity, so if possible don't use large gravity.

Avoid very small dynamic objects (< 0.2 units)

Don't make dynamic objects smaller then 0.2 units if possible. For the default gravity, 1 unit equals 1 meter, so any 'side' of the objects should be bigger then that.

No large objects

Don't use large objects, or large triangles.

Don't use degenerate triangles

Triangles that are have extreme long sides as well as extreme short sides can lead to problems.

File:Degenerate shapes.jpg

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