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	<title>Real-Time Physics Simulation Forum</title>
	
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	<updated>2006-06-22T14:49:20+00:00</updated>

	<author><name><![CDATA[Real-Time Physics Simulation Forum]]></name></author>
	<id>https://pybullet.org/Bullet/phpBB3/app.php/feed/topic/375</id>

		<entry>
		<author><name><![CDATA[Erwin Coumans]]></name></author>
		<updated>2006-06-22T14:49:20+00:00</updated>

		<published>2006-06-22T14:49:20+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1209#p1209</id>
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		<title type="html"><![CDATA[Minimal object size]]></title>

		
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I would keep regular scaling, so 1 unit = 1 meter, with 9.8 gravity.<br><br>In the latest preview 40, there is a setMargin, which allows you to play with per-object margin settings.<br><br>You can try to set the margin for static objects closer to zero (0.01) and<br>for make margin smaller for small dynamic objects.<br><br>If you experience missing collisions (the ccd should fix this, but it is work in progress), use smaller timesteps:<br><br>in python:<br><br>PhysicsConstraints.setNumTimeSubSteps(numSteps)<br>numSteps = 0 -&gt; no simulation (good to pause just the simulation)<br>numSteps = 1 -&gt; default<br>numSteps &gt; 1, subdivide the timestep, higher accuracy, support for smaller margins. So if you halve the collision margin, you can try to double the numSteps<br><br>See also:<br><a href="http://www.continuousphysics.com/mediawiki-1.5.8/index.php?title=Bullet_Physics_Features_in_Blender" class="postlink">http://www.continuousphysics.com/mediaw ... in_Blender</a><br><br>Erwin<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2">Erwin Coumans</a> — Thu Jun 22, 2006 2:49 pm</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[bmud]]></name></author>
		<updated>2006-06-18T18:17:28+00:00</updated>

		<published>2006-06-18T18:17:28+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1189#p1189</id>
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		<title type="html"><![CDATA[Minimal object size]]></title>

		
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No prob, dood. Any quick fix solutions? For now I guess I'll just have to scale everything back up.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=564">bmud</a> — Sun Jun 18, 2006 6:17 pm</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[Erwin Coumans]]></name></author>
		<updated>2006-06-18T18:20:08+00:00</updated>

		<published>2006-06-18T18:13:07+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1188#p1188</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1188#p1188"/>
		<title type="html"><![CDATA[Minimal object size]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1188#p1188"><![CDATA[
I split your posting, because the other Bullet forum is not related to Blender. I try to keep Blender related and Bullet SDK related postings separate.<br><br>There are restrictions when using Bullet collision detection and physics, and minimum / maximum object sizes are one of them. This might improve in the future, but for now you have to work within the limits.<br>Other restrictions are using large mass differences: don't put a heavy box on top of a light one, it will go wrong. <br><br>There is no FAQ yet, but this should be one of the first items to note.<br><br>- for dynamic moing objects: no small objects (minimum 0.15 units), no very large objects (&gt; 10 units)<br>- don't mix very heavy and very light objects in the same simulation<br>- 'Apply' the scaling/size to the mesh/model<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2">Erwin Coumans</a> — Sun Jun 18, 2006 6:13 pm</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[bmud]]></name></author>
		<updated>2006-06-18T18:16:02+00:00</updated>

		<published>2006-06-18T16:50:14+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1187#p1187</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=1187#p1187"/>
		<title type="html"><![CDATA[Minimal object size]]></title>

		
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[edit]Originally I was replying to <a href="http://www.continuousphysics.com/Bullet/phpBB2/viewtopic.php?t=367&amp;start=0&amp;postdays=0&amp;postorder=asc&amp;highlight=" class="postlink">this post</a> I found via the google search, and somehow I ended up here... for all those confused.[/edit]<br><br>I agree. This is a problem that has just recently become very problematic for me. I'm making a marble game. How big is a marble? About TWO centimeters for a large one. Okay, so it's not really marble sized. It's more about the size of a bowling ball. That's within the 20cm limit but the margin is very visible and is making level design difficult. What if I was making a bowling game; or tennis; or worse, golf? If I make everything too big, objects seem to just have too much weird momentum problems like they're underwater. On top of that, making worlds bigger revives a problem that the BCGP team had while working on the underwater racing game. blender's graphics engine has a crummy z-buffer and edges start getting blocky on larger scales.<br><br>To get to the point, my game worked without any complaints before last night. I decided to scale everything down to a "real world size" since the blender units are being used as meters. Now the ball runs into objects before its touching them, and it doesn't reach the floor... <img class="smilies" src="https://pybullet.org/Bullet/phpBB3/images/smilies/icon_sad.gif" width="15" height="15" alt=":(" title="Sad"> I too would like to scale my margins or suggest that the engine have them scaled as such by default.<br><br><a href="http://www.osysi.net/projects/blender/marble/blend/margins.blend" class="postlink">http://www.osysi.net/projects/blender/m ... gins.blend</a><p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=564">bmud</a> — Sun Jun 18, 2006 4:50 pm</p><hr />
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