RBD collisions ignore geometry nodes deformation #94036

Closed
opened 2021-12-13 23:47:23 +01:00 by michael campbell · 10 comments

System Information
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12

Blender Version
Broken: version: 3.1.0 Alpha, branch: master, commit date: 2021-12-11 10:26, hash: 7b88a4a3ba
Worked: (newest version of Blender that worked as expected)

Open below file and press play a few times. The green monkey has it's object scale keyframed, the blue monkey has it's shape key keyframed, and the red monkey has it's geometry node's transform node's scale keyframed.

All monkeys are set to use active rigid bodies. Both green and blue work correctly with the physics system, but the red one floats in mid air.

deforming mesh doesnt work with geo nodes.blend

2021-12-13 22-45-31.mp4

**System Information** Operating system: Windows-10-10.0.19042-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 **Blender Version** Broken: version: 3.1.0 Alpha, branch: master, commit date: 2021-12-11 10:26, hash: `7b88a4a3ba` Worked: (newest version of Blender that worked as expected) Open below file and press play a few times. The green monkey has it's object scale keyframed, the blue monkey has it's shape key keyframed, and the red monkey has it's geometry node's transform node's scale keyframed. All monkeys are set to use active rigid bodies. Both green and blue work correctly with the physics system, but the red one floats in mid air. [deforming mesh doesnt work with geo nodes.blend](https://archive.blender.org/developer/F12738327/deforming_mesh_doesnt_work_with_geo_nodes.blend) [2021-12-13 22-45-31.mp4](https://archive.blender.org/developer/F12738333/2021-12-13_22-45-31.mp4)

Added subscriber: @3di

Added subscriber: @3di

incidentally, changing the collisions shape repeatedly during playback will make the red monkey drop down to the ground each time it's changed.

incidentally, changing the collisions shape repeatedly during playback will make the red monkey drop down to the ground each time it's changed.
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Hm, can confirm, changing it to Mesh Final also does not help.

Not quite sure if #91183 (RBD sim ignores mesh (cloth) deformation) has the same roots (and as much as I'd like to, this time I wont start the digging...)

Hm, can confirm, changing it to `Mesh` `Final` also does not help. Not quite sure if #91183 (RBD sim ignores mesh (cloth) deformation) has the same roots (and as much as I'd like to, this time I wont start the digging...)
Philipp Oeser changed title from collisions don't work with geo nodes deformation. to RBD collisions ignore geometry nodes deformation 2022-01-13 15:25:39 +01:00
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Added subscriber: @HooglyBoogly

Added subscriber: @HooglyBoogly
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Thanks for the report. I have hope that the elusive more general simulation system will solve problems like this.
In the meantime, I don't think the issue with the current rigid body system is likely to be solved unfortunately.
At least I don't think it's worth having two similar reports for it anyway. I'll merge this with #91183.

Thanks for the report. I have hope that the elusive more general simulation system will solve problems like this. In the meantime, I don't think the issue with the current rigid body system is likely to be solved unfortunately. At least I don't think it's worth having two similar reports for it anyway. I'll merge this with #91183.
Member

Closed as duplicate of #91183

Closed as duplicate of #91183

Added subscriber: @JacobMerrill-1

Added subscriber: @JacobMerrill-1

upbge has a method - to construct a physics shape from the evaluated geometry in bullet

kx_object.reinstancePhysicsShape(evaluated=True)

maybe some code can be snagged from the upbge repo?

upbge has a method - to construct a physics shape from the evaluated geometry in bullet kx_object.reinstancePhysicsShape(evaluated=True) maybe some code can be snagged from the upbge repo?
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Reference: blender/blender#94036
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