I am trying to accurately model the path of a bullet and have run into several problems.
I cannot find the “actor” and “dynamic” settings in 2.35 so I have been using 2.34.
Collision detection is very poor when the projectile is moving at extreme speeds. (I am trying to do a real bullet and long distance, so I don’t want to do slow speeds)
The physics do not seem to be entirely correct (at least in 2.34). If I fire off a projectile at a known (slow) speed and known angle it does not land where predicted. I thought to turn off dampening and increase the mass, but it still doesn’t land right. Gravity is set normal too.
I cannot get the rendering range past 100 squares. I figure I can just scale everything down and that might solve most of these problems, but it’s kind of a jerry rig.
I’ve looked at multiple tutorials but can’t find any that cover this material.
So, I was thinking that
A) I am missing some important point about projectile motion in blender
B) I might be better off not using actual projectiles and just have the engine calculate the path of the bullet and determine collision from that… but I have no idea how I would do that, or if it can be done
So if anyone can point me to some good tuts on A or B I’d appreciate it.