When it comes to Rigid Bodys, I found that Force Fields are quite strange in behaviour. And most of falloff functions that works on Particles, are not working well on Rigid, especially Wind (it’s good to always test force behavior on particles. Wind does its job with falloff range, to particles when it’s set to point, not plain).
In my humble opinion, but I’m not an expert, if you want just to mimic Quadro behavior, and you cant push it up, then pull it up
Maybe you should try building this setup:
- On each corner of quadro, put an object (sphere for example). Its our rotary positions. Parent them to the Plain.
- Duplicate them. put them above.
- Make constrains between “pairs”. Sphere parented to corner and sphere above it. And make those constrains type: generic Spring.
- have fun with constrains values. First turn on Springs: XYZ
I recommend Bullet Constraints Tools for faster work.