Objects set to "start deactivated" in rigid body move before touching passive object #73365

Closed
opened 2020-01-24 16:46:14 +01:00 by Cubimation · 6 comments

System Information
Operating system: Darwin-19.2.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 580X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.4.19

Blender Version
Broken: version: 2.82 (sub 6), branch: master, commit date: 2020-01-22 12:36, hash: a60a623a1a
Worked: (optional)

Short description of error
Objects set to "start deactivated" in rigid body move before touching passive object
Rigidbody.mp4
Exact steps for others to reproduce the error
Uploaded file has 4 objects.
One is a rigid body passive set and animated.
The other three are rigid body active and have Start Deactivated set.
Normally, the active moves when a passive object touches it, but in this scene some objects move before touching.
test_rigidbody.blend

**System Information** Operating system: Darwin-19.2.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 580X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.4.19 **Blender Version** Broken: version: 2.82 (sub 6), branch: master, commit date: 2020-01-22 12:36, hash: `a60a623a1a` Worked: (optional) **Short description of error** Objects set to "start deactivated" in rigid body move before touching passive object [Rigidbody.mp4](https://archive.blender.org/developer/F8299550/Rigidbody.mp4) **Exact steps for others to reproduce the error** Uploaded file has 4 objects. One is a rigid body passive set and animated. The other three are rigid body active and have Start Deactivated set. Normally, the active moves when a passive object touches it, but in this scene some objects move before touching. [test_rigidbody.blend](https://archive.blender.org/developer/F8299551/test_rigidbody.blend)
Author

Added subscriber: @cubimation

Added subscriber: @cubimation

Added subscriber: @Pasang

Added subscriber: @Pasang

** The deactivated bodies are getting triggered by the static collision boundary of the animated/active rigidbody. Or we can say that the collision boundary of the activating body is not dynamic for the deactivated bodies. Check this file
Rigidbody Bug A.blend
And they are activated even when there is animated/active rigidbodynearby** which may or may not collide. Check this file.
Rigidbody Bug B.blend

** The deactivated bodies are getting triggered by the static collision boundary of the animated/active rigidbody. Or we can say that the collision boundary of the activating body is not dynamic for the deactivated bodies. Check this file [Rigidbody Bug A.blend](https://archive.blender.org/developer/F8301106/Rigidbody__Bug_A.blend) **And they are activated even when there is animated/active rigidbody**nearby** which may or may not collide. Check this file. [Rigidbody Bug B.blend](https://archive.blender.org/developer/F8301107/Rigidbody_Bug_B.blend)

Added subscriber: @mano-wii

Added subscriber: @mano-wii

This is a known limitation. See #50765

This is a known limitation. See `#50765`

Closed as duplicate of #50765

Closed as duplicate of #50765
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Reference: blender/blender#73365
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