I heard the first time.
“you can’t just have a bigger collision mesh and expect the simulation to run in the same way”
gnrk. that’s precisely what i expected. (assuming by ‘run the same way’, we both mean ‘have the same inertial properties’.)
Collision proxy settings are not related to the inertia matrices in any engine that I know of and I did not expect for Blender to step in and do something inbetween. I have to place additional calculations to revert the behavior.
Yes, it is logical behavior in physics, but it is nonstandard behavior in a computed environment. Besides, without using very complex calculations, you cannot extend the behavior to convex hull polytopes. And trimeshes, not at all if they aren’t manifold and enclosed.
If my object is a sphere defined by a convex hull and I’ve just managed to get my settings trimmed exactly to the weight and properties of the object I am artistically representing in the physics engine, I do not want to think “Hm, perhaps I could use a spherical collision type”, change it, and suddenly have my object rotating three times more slowly than before.
I said I would just move on. However, people are ARGUING with my perfect opinion and therefore I must FLAME and BLAH and i’ll go away now