Hi,
I've been trying to search for an answer to this but haven't had much luck. I hope someone can give me some guidance.
I have a stationary platform and I want to roll a ball around by tilting the platform. I would make the platform a kinematic object and manually set the angles to tilt the platform to move a rigid body sphere. However, when I do this, the sphere/ball would jump when I rotate. I suspect that transforming the kinematic platform is teleporting it and is giving the ball a "push" that makes it jump. So, is there a way to avoid or fix this so that when I tilt the ball it stays on the platform?
Thanks.
Ball Tlit Jumpiness
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- Joined: Tue Jun 29, 2010 10:27 pm
Re: Ball Tlit Jumpiness
A couple ideas related to your issue that may or may not have a desired effect:
1) Increase linear damping on the ball. This would reduce the effect of the "jump". I'm not sure if this would hinder the rolling motion of the ball too though. On the one hand, the rolling should be from gravity + angular motion + friction. On the other hand, there's still linear motion as a result anyway.
or...
2) In your world setup, call:
I read somewhere that this apparently damps repulsive forces from overlapping objects, which would reduce the "jump". I only played with this once or twice (it seemed to work), so I'm not too sure about it.
3) Finally, you could also try smaller angles of rotation of the platform to reduce overlap, or reducing the simulation timestep to catch collisions before excessive overlap leads to a "jump".
1) Increase linear damping on the ball. This would reduce the effect of the "jump". I'm not sure if this would hinder the rolling motion of the ball too though. On the one hand, the rolling should be from gravity + angular motion + friction. On the other hand, there's still linear motion as a result anyway.
or...
2) In your world setup, call:
Code: Select all
dynamicsWorld->getSolverInfo().m_splitImpulse = true;
3) Finally, you could also try smaller angles of rotation of the platform to reduce overlap, or reducing the simulation timestep to catch collisions before excessive overlap leads to a "jump".