I have this simplified scene of what i'm trying to do, basically when the sphere scales up at a fast speed, theoretically it should thrust itself into the air because it scales so fast, repelling from the ground, but no matter how fast i make it, it doesn't jump, even with no gravity it stays put.
I don't think PhysX depenetration routines introduce velocities to the sim - so by default you're not going to get extra motion from the scale animation. But you can cheat it with a Speed operator in verlet mode - although you'll also need an Integrate operator to avoid runaway velocities. See attached.
(10-21-2025, 04:10 AM)tyFlow Wrote: I don't think PhysX depenetration routines introduce velocities to the sim - so by default you're not going to get extra motion from the scale animation. But you can cheat it with a Speed operator in verlet mode - although you'll also need an Integrate operator to avoid runaway velocities. See attached.
Thanks! i had thought about cheating it, but i have been having fun with the physX side of things, making stuff that kind of just work all together and thought that wasn't correct, but i understand if it can't be done.