Apple Pumpkins Posted March 8, 2018 Share Posted March 8, 2018 Is this a 'feature' or a bug? If my mesh is less than 0.5m in any dimension, the custom physics shape reverts to convex hull. On anything I make, not isolated to this specific mesh. Notice on the attached image the size in the Y axis; image attached to post, any help would be appreciated and thank you. Link to comment Share on other sites More sharing options...
Aquila Kytori Posted March 8, 2018 Share Posted March 8, 2018 Hi 37 minutes ago, warehousefifteendesigns said: Is this a 'feature' or a bug? Its a feature. The workaround is to add an extra triangle or vertex ( see my reply in this thread: arton will be home shortly and can explain how to do the vertex thing in 3DMAX) to make the object at least 0.5m along the relevent axis. 2 1 Link to comment Share on other sites More sharing options...
arton Rotaru Posted March 8, 2018 Share Posted March 8, 2018 2 hours ago, Aquila Kytori said: arton will be home shortly and can explain how to do the vertex thing in 3DMAX) Sure thing, I can do that if needed. Link to comment Share on other sites More sharing options...
animats Posted March 8, 2018 Share Posted March 8, 2018 Interesting. Can you have a zero-thickness physics shape, and does it work? I've seen a bike which appears to have such a thing, a plane at the centerline which supports the bike. Murasaki's bikes work that way. I can't tell if the plane is very thin, or actually zero. The usual collision detection algorithm, GJK, won't work right on a zero-thickness object, so I suspect that convex hulling is also being used to inflate it a bit. Link to comment Share on other sites More sharing options...
arton Rotaru Posted March 8, 2018 Share Posted March 8, 2018 1 hour ago, animats said: Interesting. Can you have a zero-thickness physics shape, and does it work? I've seen a bike which appears to have such a thing, a plane at the centerline which supports the bike. Murasaki's bikes work that way. I can't tell if the plane is very thin, or actually zero. The usual collision detection algorithm, GJK, won't work right on a zero-thickness object, so I suspect that convex hulling is also being used to inflate it a bit. If you use a triangle based collision mesh, then yes. However, if you set a triangle based collision mesh physical it will switch to convex hull secretly, and with that there is the so called collision radius of 5 cm like a cushion around the hull. That collision radius is a feature of the Havok engine as well. 2 Link to comment Share on other sites More sharing options...
Apple Pumpkins Posted March 8, 2018 Author Share Posted March 8, 2018 3 hours ago, Aquila Kytori said: The workaround is to add an extra triangle or vertex ( see my reply in this thread: arton will be home shortly and can explain how to do the vertex thing in 3DMAX) to make the object at least 0.5m along the relevent axis. 1 hour ago, arton Rotaru said: Sure thing, I can do that if needed. Thank you guys, creating a sneaky vert has done it something I will keep in mind from now on. Thanks again 1 hour ago, animats said: Interesting. Can you have a zero-thickness physics shape, and does it work? I've seen a bike which appears to have such a thing, a plane at the centerline which supports the bike. Murasaki's bikes work that way. I can't tell if the plane is very thin, or actually zero. The usual collision detection algorithm, GJK, won't work right on a zero-thickness object, so I suspect that convex hulling is also being used to inflate it a bit. I tried using planes for physics on floors but ran into the same issue where the floor in 3DS was zero on the z axis, the convex hull problem. I also noticed during this process that the uploader pulls verts very subtly on completely flat planes to be the SL minimum size for any object - something I'll have to add verts to get around too I think. 1 Link to comment Share on other sites More sharing options...
Chic Aeon Posted March 8, 2018 Share Posted March 8, 2018 (edited) Just wanted to note that I understood the conversation AND I made a door day before yesterday that works perfectly WITHOUT that nasty triangle "hinge" (WOOT). I can't say the process is second nature yet but at least I got things working. Poco a Poco. Also using cube (analysed) physics also works to alleviate the issue, no? I think that is why WAY BACK when -- I started using cubes -- Drongle, it's ALL Drongle's fault LOL. Edited March 8, 2018 by Chic Aeon 2 Link to comment Share on other sites More sharing options...
ChinRey Posted March 14, 2018 Share Posted March 14, 2018 On 8.3.2018 at 7:54 PM, animats said: Interesting. Can you have a zero-thickness physics shape, and does it work? I've seen a bike which appears to have such a thing, a plane at the centerline which supports the bike. Murasaki's bikes work that way. I can't tell if the plane is very thin, or actually zero. It only works if it's actually zero. Here is a three year old picture of me standing on such a sheet. It has perfect physics: Link to comment Share on other sites More sharing options...
animats Posted March 14, 2018 Share Posted March 14, 2018 I meant a plane edge-on. The vehicle control system keeps motorcycles upright; you don't need support against roll. The ideal "sled" for a bike is narrow, like a skate blade. Zero width turns out to work until it lines up with the joint between the left and right lanes of a road. Then it falls into the slot. So in practice there's a minimum width. It turns out that Murasaki's bikes ride on a thin ellipsoid prim, not a flat plane. Link to comment Share on other sites More sharing options...
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