09-04-2025, 10:00 PM
(This post was last modified: 09-04-2025, 10:33 PM by rjanders0003.)
G'Day Tyson
I have made a couple PhysX animations, big number pieces as in 2800 components (lego style) - Arched Bridge
I have been struggling for days with penetrating hulls, originally they start properly aligned, not intersecting.
To destroy the bridge I use a heavier PhysX Shape to kind of drop on the bridge, I get the overlapping PhysX hulls that become hyper active, keep moving.
Now I have tried everything over 5 days, because of the quantity of PhysX hulls, it takes a while to calc.
I know why its happening, two penetrating PhysX hulls, but They don't separate by themselves.
From what I can see, once binds are enabled, hulls are allowed to penetrate, then they stay penetrated because of the binds.
Q1: Is there a way, I cant think of to test for penetrating hulls, then either delete problem child or force separation ?
Q2: Would it be feasible to add some sort of option (new feature to make this easier)
I have tried enabling collisions physx binds, process all penetrations etc. If you don't have binds, the two particles always separate after penetration.
Its a real pain, you take care of one rogue hyperactive particle, then next time after re-calc you have a new problem. If only there was some easy way to take care of the hyper active PhysX shapes.
Rob
I have made a couple PhysX animations, big number pieces as in 2800 components (lego style) - Arched Bridge
I have been struggling for days with penetrating hulls, originally they start properly aligned, not intersecting.
To destroy the bridge I use a heavier PhysX Shape to kind of drop on the bridge, I get the overlapping PhysX hulls that become hyper active, keep moving.
Now I have tried everything over 5 days, because of the quantity of PhysX hulls, it takes a while to calc.
I know why its happening, two penetrating PhysX hulls, but They don't separate by themselves.
From what I can see, once binds are enabled, hulls are allowed to penetrate, then they stay penetrated because of the binds.
Q1: Is there a way, I cant think of to test for penetrating hulls, then either delete problem child or force separation ?
Q2: Would it be feasible to add some sort of option (new feature to make this easier)
I have tried enabling collisions physx binds, process all penetrations etc. If you don't have binds, the two particles always separate after penetration.
Its a real pain, you take care of one rogue hyperactive particle, then next time after re-calc you have a new problem. If only there was some easy way to take care of the hyper active PhysX shapes.
Rob