Hi guys, I have this sphere that collides with those planks, before it was working
but now the simulation starts too early, before it touches them.
what could it be the problem ?
Hi you can disable Dynamic in your rigid bodies, at the beginning of your simulation, and enable it when your sphere is close to the planks. Either with a keyframe, or a driver.
Hi, I know that I can do that, but the issue is that before was working correctly
sorry, but without seeing any of your settings - we can just guess. So if you want quick and “real” precise help, please upload your blend file so we can check it out.
Animation and simulation can have different start and stop points… if not rendering but looking at it in realtime a cache could interfere if not started from first frame… and there are some other could’s which i now don’t think or know of…
I really can’t share this file I’m afraid, for once it’s too big, two is for a project.
Let me see if I can share only the part that doesn’t work, hold on.
I just checked and they have same start points as before… It was working fine before. then I changed couple of things here and there, I hope is not the scale of something…but yeah let me try upload a version of the not working file
Here is the file
Hmm… yes this is weird the fist crushes the planks already on frame 40 but it should first at 50/51…
…and while wildly playing with every parameter i could find… (okay not ever every ) sometimes the planks already explodes at ~30…
But then… in the Rigid Body World setting the the substeps per frame to 1 … this is almost okay
But don’t ask my which brain cell told me to try that…
(Maybe also setting the start of the simulation to 50/51… does more what you wanted… ?)
I tried that, but doesn’t work, even starting the cache later, makes weird, not like it should be.
I think I might fixed it, not sure. seems ok ish now… we’ll see