Search found 5 matches
- Thu Jul 19, 2012 10:19 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Rope with heavy rigid body attached
- Replies: 6
- Views: 12798
Re: Rope with heavy rigid body attached
One way to fix stiffness is having unequal set of node mass for the rope. The closer to the crane use more mass to nodes than the ones closer to the load.
- Tue Jul 03, 2012 12:45 pm
- Forum: Research and development discussion about Collision Detection and Physics Simulation
- Topic: Non elastic rope II
- Replies: 4
- Views: 10006
Re: Non elastic rope II
one good solution is to use uneven mass entry per rope node. To compensate for node forces created towards top rope area due to a heavy object anchored at bottom area, the nodes should get heavier as moving towards top area. That will make lighter rope towards load area and heavier rope at top to ha...
- Thu Apr 28, 2011 8:30 am
- Forum: General Bullet Physics Support and Feedback
- Topic: Rope vs Gimpact shape collision issue
- Replies: 1
- Views: 2240
Rope vs Gimpact shape collision issue
I have a world with a huge static object defined as btBvhTriangleMeshShape and acts as the terrain of the world. Somewhere along the world items I include a rope soft body. Now is I use a dynamic body created as btGImpactMeshShape in the environment and register the dispatcher as the gimpact collisi...
- Wed Apr 20, 2011 9:25 am
- Forum: General Bullet Physics Support and Feedback
- Topic: juddering rope when anchored to kinematic
- Replies: 1
- Views: 2056
Re: juddering rope when anchored to kinematic
I have tried something else now that sort of worked. I removed the anchoring between the kinematic object and the rope. Instead of the anchor I used a fixed end for the rope (mass 0 at the link point with the kinematic) and moved the rope along with the kinematic. That ensured the exact displacement...
- Thu Apr 14, 2011 8:29 am
- Forum: General Bullet Physics Support and Feedback
- Topic: juddering rope when anchored to kinematic
- Replies: 1
- Views: 2056
juddering rope when anchored to kinematic
I have a rope anchored to a kinematic body. When kinematic body is moved the rope produces a juddering effect. Looks like the rope transformation is calculated like a frame after the kinematic transform is calculated?
Any ideas?
Any ideas?