hi I have a few quick questions mostly about the bullet physics… but also blender in general.
1, Is there any way use a negative margin for collision, or is that absurd? I want to use rigid body physics with a softbody mesh, meaning I need the equivalent of having a rigid body margin around -0.2 to give the softbody some room to work and yet have it deform well.
2, If I scale an animated rigid body from very small to very big and THEN activate the animation… the friction seems to be effected somehow, it makes the mesh very slippery even if both meshes have a surface response friction of 1. I am aware that scaling rigid bodies is a bit of a nono but its seemingly the best way of doing what I need.
3, on creating rigid body contraints, where exactly is the origin of a generic or generic spring joint, located. should i be using empties for these?
4,if i constrain a long chain of rigid bodies, such as a ragdoll setup or even a simple rope, i see twitching… the whole rigid body rig seems to twitch around when the joints reach their limit, increasing physics settings in the world tab doesn’t really help, I also disabled collision between all constrained bodies. even using split impulse didn’t help
5, (non bullet related)
I need a way to use something like and xbox controller to drive keyframable attributes… please help… does anyone know of such an addon, even a different build if-needs-be.
I hope someone may be able to shed some light on these questions, as I’m having a hard time with the scene I’m making, which I would upload, but its nearly 500mb and is commercial so I’m not really allowed anyways