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Bullet alternative?

Parmenides
Collaborator

Bullet alternative?

Parmenides
Collaborator
Collaborator

I always seem to have issues with jitter with Bullet. I have searched and others have the same issue but no real solution. Active rigid bodies don't stop after they should. There is a "rest at beginning" but there should be a rest after main contact or something.  Sometimes they come to a complete stop and then start again seconds later. Not very similar to the real world. Large object fare better but many small falling pieces are unmanageable. I have raised the 'Internal Fixed Frame Rate' to the max, and raised the 'Max Num Iterations' as well but no success.  What other tools are there or is just a flaw in Bullet? 

 

My current project is a bunch of small flakes that come down and stack efficiently (ie; not landing vertically on their edge) in layers. Can someone suggest something better to use?   Thanks.   -Derryl

 

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sepu6
Advisor
Advisor

Bullet is well known for those issues, jitter, and so on and not just in Maya, In Houdini as well, so the best way to deal with those in Maya is doing through Mash as of right now, so you can blend your dynamics and Mash position/rotations. 

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Parmenides
Collaborator
Collaborator

Thanks Sepu. Can you point me to something that explains this blend that you are talking about? I am pretty familiar with Mash. That is where I started with this but couldn't remove the jitters. 

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sepu6
Advisor
Advisor

You probably will need 2 Mash Networks for that work so blending between the final pos (Time frozen/ rest pos) and the sim, Then you can use falloffs to blend between the jitter pieces and the ones that are not seamless. Using the Merge node

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Parmenides
Collaborator
Collaborator

I ended up creating the layers in final form and playing them backwards by using Dash and the ts(number) command. Worked great. Plays back super fast when there is no physics involved. 

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