We have a dynamic btGimpactMesh constrained to a kinematic one. We're seeing a "pop" at the second frame of the simulation (i.e. the dynamic mesh moves in a physically-implausible manner from the "rest" position), after which the movement appears correct.
If we use a convex hull instead of a mesh, it works correctly (as does a box).
I've already made sure that the bullet rigid body is located at the center-of-mass of the mesh shape, and principal-axis-aligned.
Does this ring any bells? The mesh in question is concave -- should I be doing a convex decomposition myself?
Any help is appreciated.
-Arun
Mesh-to-mesh constraints -- do they work? (bullet 2.82)
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