6DOF bouncing problem

Hi,

When I make Rigid Body 6DOF constraints through the Blender UI, any hard force on a constrained object will knock it out of the constraint slightly for a moment, and it will bounce back into place quickly. This does not happen through the bge.constraints.createConstraint method. How can this be controlled?

Thanks!

I have exactly the same question. it’s as if there’s some springyness feature in there I can’t control.

The joint between the red and yellow boxes is supposed to only rotate in the Z axis. (not tilt down)

The heavier I make the boxes, the more it tilts down, but even at .1 mass, they still tilt down with no reason.

I also tested it out using joints in the blender dynamics tools.
It not only works the way I need it to in the game engine, but it includes things like “break joint” which aren’t in bge.

Have you tried increasing the substeps value in the world panels?

I believe since Blender moved to the latest version of Bullet, the engine now defaults to a less precise simulation than it used to, something which can be restored a bit by increasing the mentioned value.

Do you mean to say that the techniques shown here work perfectly in the game engine, and you can form completely rigid constraints?

Thanks!

It is not enough. You were right, it did reduce the effect somewhat, but the bounce is still noticeable.