Rigid Body simulation starts too early

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.

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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…
:person_shrugging:

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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 :stuck_out_tongue_winking_eye: ) 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
:interrobang:

But don’t ask my which brain cell told me to try that… :crazy_face:

(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 :wink: