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Hey everyone,
So I'm wanting to simulate a set of keys falling onto a table, but I'm struggling getting the sim to run correctly with Bullet. Simply, Bullet will not recognize the holes in the keys and keyless remote active bodies.
Start of sim:
Result:
As you can see, the items just sort of fall through each other, as if Bullet is ignoring the negative space inside each object and treating them as "shells". Is this just a limitation of Bullet, or is there a way to achieve a realistic result?
I did try using both nCloth and traditional active/passive rigid bodies for this, but both were extremely slow on my PC, probably due to the high poly count of the objects.
Any help would be greatly appreciated. Thanks in advance!
Solved! Go to Solution.