Rigid Body Joint Limits not displayed correctly in Physics Visualisation #31092

Closed
opened 2012-04-25 07:27:40 +02:00 by Mad Overlord · 8 comments

Category: Physics

%%%Maybe i'm just very stupid, but i had sooo much troubles in getting a skinned ragdoll to work, that i see "bugs" everywhere now, so please investigate this:
As far as i know we had to align everything now to the bones Y UP, that's stupid in my opinion because blender is Z up(why you don't just turn everything Y up?), but i tried to live with, but now i have to pre-rotate something 90° that local y of the rigidbody is the same way my bone stands, then it seems to be a problem(with many things) if i want to set limits to my rigid body joints, because it takes these 90° pre-rotation in account and that can be very shitty because it seems you can not get any higher or lower then 180/-180 on each side and if you try it anyway to set -60°/240° what should take care of these 90°pre-rotation and would do the -150°/150° i want(have to, because a value over 150-179° allready breaks limits and flips over from the smallest force it gets in this shitty bullet...yes, even on substep 5 which i always set), it seems to be free to rotate 360°....

                      - >AHM, I WAS NOT TOTALLY CORRECT, BUT THERE IS STILL A BUG I THINK, WHEN I TRIED WHAT IT REALLY DOES, IT TRIES TO LIMIT THESE "-150/150", BUT THEN MY BUG IS THAT THE PHYSICS VISUALISATION SHOWS ME A FULL CIRCLE WHAT MADE ME BELIEVE THE BUG LIES IN THE FUNCTION THAT IT COULD ROTATE FREELY 360°

I have also an other bug, where my rigidbody joints(just uperarm/lowerarm with realworld dimensions and weights in metric units) somehow explode just because of turning very soft and slow in their limits while hanging(not posible to prevent that with all functions i've tested/or the ragdoll gets to slow), but it has nothing to do with that here, so if this was somehow stupid from me to post this little bug here, please don't ignore my next post, i always save the best fireworks for the great finale :D

Testfile attached, P to play, B and space to throw balls and arrow left right and up to drive statics to the test object (Both static has same steering, so just put the unwanted more far away)

Tested in new 2.63rc1 Linux 64BIT

  %%%
**Category**: Physics %%%Maybe i'm just very stupid, but i had sooo much troubles in getting a skinned ragdoll to work, that i see "bugs" everywhere now, so please investigate this: As far as i know we had to align everything now to the bones Y UP, that's stupid in my opinion because blender is Z up(why you don't just turn everything Y up?), but i tried to live with, but now i have to pre-rotate something 90° that local y of the rigidbody is the same way my bone stands, then it seems to be a problem(with many things) if i want to set limits to my rigid body joints, because it takes these 90° pre-rotation in account and that can be very shitty because it seems you can not get any higher or lower then 180/-180 on each side and if you try it anyway to set -60°/240° what should take care of these 90°pre-rotation and would do the -150°/150° i want(have to, because a value over 150-179° allready breaks limits and flips over from the smallest force it gets in this shitty bullet...yes, even on substep 5 which i always set), it seems to be free to rotate 360°.... - >AHM, I WAS NOT TOTALLY CORRECT, BUT THERE IS STILL A BUG I THINK, WHEN I TRIED WHAT IT REALLY DOES, IT TRIES TO LIMIT THESE "-150/150", BUT THEN MY BUG IS THAT THE PHYSICS VISUALISATION SHOWS ME A FULL CIRCLE WHAT MADE ME BELIEVE THE BUG LIES IN THE FUNCTION THAT IT COULD ROTATE FREELY 360° I have also an other bug, where my rigidbody joints(just uperarm/lowerarm with realworld dimensions and weights in metric units) somehow explode just because of turning very soft and slow in their limits while hanging(not posible to prevent that with all functions i've tested/or the ragdoll gets to slow), but it has nothing to do with that here, so if this was somehow stupid from me to post this little bug here, please don't ignore my next post, i always save the best fireworks for the great finale :D Testfile attached, P to play, B and space to throw balls and arrow left right and up to drive statics to the test object (Both static has same steering, so just put the unwanted more far away) Tested in 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%%%

Added subscribers: @hg1, @panzergame

Added subscribers: @hg1, @panzergame

@hg1 : IIRC you work on this part, can you explain why the it's Y up ?

@hg1 : IIRC you work on this part, can you explain why the it's Y up ?
Member

Yes I had looked at the problem. But this is a limitation of the Bullet engine (I found some threads in the bullet forum about this problem).
It is only possible to set +/-180° for the X and Z limit and approx +/-84° to max 87° (bigger values are unstable) for the Y limit (also in Blender).
But it is possible to swap the limited Y axis with an other. But I think this is not necessary because you can always rotate the joint.
Actually the limits are set to +/-360° may be we should change this limits to stable there maximum.

I don't know why they decided to make Y up for the bones. But this has nothing to do with the rigid body joint limits.

Yes I had looked at the problem. But this is a limitation of the Bullet engine (I found some threads in the bullet forum about this problem). It is only possible to set +/-180° for the X and Z limit and approx +/-84° to max 87° (bigger values are unstable) for the Y limit (also in Blender). But it is possible to swap the limited Y axis with an other. But I think this is not necessary because you can always rotate the joint. Actually the limits are set to +/-360° may be we should change this limits to stable there maximum. I don't know why they decided to make Y up for the bones. But this has nothing to do with the rigid body joint limits.
Member

Added subscriber: @Blendify

Added subscriber: @Blendify
Member

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Aaron Carlisle self-assigned this 2019-06-29 02:15:11 +02:00
Member

This task is being closed because the BGE has been removed in Blender 2.8.

This task is being closed because the BGE has been removed in Blender 2.8.
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Reference: blender/blender#31092
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