Animated fracture oddity on object bind
#2
It probably has to do with time-step.

You see.... your objects are moving very fast, and when PhysX try to solve it, if it's going frame by frame... that way, it might even skip some of the collisions (simply because it's sees objects that are not colliding in one frame, and in the next frame they are also not colliding (because objects were so fast, an d already passed the object that are meant to collide with).
The solution for this, is to just grab Tyflow icon, and decrease time-step option from frame to something lower (1/2, 1/4... in your file I have gone to 1/12 until I saw that is looking correctly).
1/2 means that it will divide frame to 2, and it will guess motion of objects (by splitting the time to half)
1/4 means same, but 4 times.. and so on...

The lower you go, the slower the sim will be, but more precise.

There is also additional options for this under the PhysX rollout, for more precise adjustments,
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RE: Animated fracture oddity on object bind - by d4rk3lf - 01-11-2022, 01:06 PM

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