Copy Location doesn't respect the Pivot of rigid Body Joints! #31075

Closed
opened 2012-04-23 21:38:36 +02:00 by Mad Overlord · 9 comments

Category: Physics

%%%To reduce Influence makes no Sense because we had to reduce until 0.0!
To just make the Pivot by moving the Objects Center results in Physics Errors!
To just make the Pivot by moving the Objects Center and then choose it to be a Static Triangle Mesh or Convex Hull is a very Performace eating Cheat!(I want a lot of Ragdolls)
So please fix that, or inform me what im doing wrong, this killed a lot of my Time!

Tested on new 2.63rc1 /Linux 64BIT

%%%

**Category**: Physics %%%To reduce Influence makes no Sense because we had to reduce until 0.0! To just make the Pivot by moving the Objects Center results in Physics Errors! To just make the Pivot by moving the Objects Center and then choose it to be a Static Triangle Mesh or Convex Hull is a very Performace eating Cheat!(I want a lot of Ragdolls) So please fix that, or inform me what im doing wrong, this killed a lot of my Time! Tested on new 2.63rc1 /Linux 64BIT %%%
Author

Changed status to: 'Open'

Changed status to: 'Open'

%%%Moved from Blender 2.6 Bug Tracker to Game Engine%%%

%%%Moved from Blender 2.6 Bug Tracker to Game Engine%%%

%%%I assume this is about specifying a custom center of mass for primitive collision shapes?
I don't think it's supported in bullet (at least not in a straight forward way). You can do tricks with compound shapes but I'm not sure if we want to do this.
To build rag dolls just use constraints, trying to optimize by shifting the center of mass doesn't sound like a good idea.
Also moving the object origin doesn't result in physics errors, it's just the way primitive collision shape calculation works If the origin isn't centered the collision shape won't be centered either sine it's built around the origin. The bug is in the collision shape visualization.%%%

%%%I assume this is about specifying a custom center of mass for primitive collision shapes? I don't think it's supported in bullet (at least not in a straight forward way). You can do tricks with compound shapes but I'm not sure if we want to do this. To build rag dolls just use constraints, trying to optimize by shifting the center of mass doesn't sound like a good idea. Also moving the object origin doesn't result in physics errors, it's just the way primitive collision shape calculation works If the origin isn't centered the collision shape won't be centered either sine it's built around the origin. The bug is in the collision shape visualization.%%%

%%%Regarding the copy location constraint, I'm not sure if it's a bug or just wrong usage.
Instead of trying to reduce the influence you probably could use the "offset" option. I'm not too familiar with this kind of setups to judge though.
However, this definitely isn't a physics bug.%%%

%%%Regarding the copy location constraint, I'm not sure if it's a bug or just wrong usage. Instead of trying to reduce the influence you probably could use the "offset" option. I'm not too familiar with this kind of setups to judge though. However, this definitely isn't a physics bug.%%%

Added subscriber: @raco

Added subscriber: @raco

I think we have working examples of what mad-overlord was trying to do here. Could this be closed? As sergof mentioned this isn't a Physics bug anyway (but a collision shape visualization bug).

I think we have working examples of what mad-overlord was trying to do here. Could this be closed? As sergof mentioned this isn't a Physics bug anyway (but a collision shape visualization bug).

Added subscriber: @panzergame

Added subscriber: @panzergame

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
Porteries Tristan self-assigned this 2015-10-27 09:21:57 +01:00

Fixed pivot position in D658.

Fixed pivot position in [D658](https://archive.blender.org/developer/D658).
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Reference: blender/blender#31075
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