1.9.7 hinges and forces
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1.9.7 hinges and forces
I've try to make it simple...
Then hinges is under high force, object starts behave very unrealistic without any visual reason... and it's quite confusing.
[scene]55931[/scene]
Then hinges is under high force, object starts behave very unrealistic without any visual reason... and it's quite confusing.
[scene]55931[/scene]
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Kilinich - [Best bug reporter 2010]
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Re: 1.9.7 hinges and forces
You are giving Algodoo a unsolvable problem. Algodoo can't keep allow the circles to overlap, but neither can it allow them to stretch. There is no good solution - just varying degrees of bad.
I do agree that it can be confusing though, and I am open for suggestions here. Perhaps one should warn against these situations, perhaps a
showing up where large overlaps persists - but this is likely to show up more often than you'd like, and become quite annoying quickly.
I do agree that it can be confusing though, and I am open for suggestions here. Perhaps one should warn against these situations, perhaps a
Emil Ernerfeldt, lead developer
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Re: 1.9.7 hinges and forces
Why not just allow algodoo to do one of two things: revert to the iterative solver--I'm guessing the scene uses a direct solver-- or simply allow the circles to overlap? Just as long as there is a console accessible variable that controls it, like unsolvableOverride = 1, or maxAllowableOverlap = 5.35 or something.
I think warning would not be good unless you can somehow disable them--if someone had a collision engine with high overlap... it would not be pretty.
I think warning would not be good unless you can somehow disable them--if someone had a collision engine with high overlap... it would not be pretty.
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TC42 - Posts: 984
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Re: 1.9.7 hinges and forces
Well, you make everything fine in visualizing - physics need to be adjusted a little.
You've perfectly kill that old "raunits" and here it is again.
We have 2 situations:
1) If two or more hinges bind on conflicting positions - hinges stretched and object unable to rotate. Fine. But it must be unable to rotate related to connected body, not the world...
2) If two or more geoms overlapped because of hinges positions. Deep penetration without shakes. Fine. But why it jumps on "normal" contact with another geom? Let it be like solid block.
You've perfectly kill that old "raunits" and here it is again.
We have 2 situations:
1) If two or more hinges bind on conflicting positions - hinges stretched and object unable to rotate. Fine. But it must be unable to rotate related to connected body, not the world...
2) If two or more geoms overlapped because of hinges positions. Deep penetration without shakes. Fine. But why it jumps on "normal" contact with another geom? Let it be like solid block.
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Kilinich - [Best bug reporter 2010]
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Re: 1.9.7 hinges and forces
1) You're right - the "won't rotate" thing is a bug - and I've fixed it for the next version.
2) Hard to fix. The contacts are still solved iteratively which means there will be no convergence to a solved state. To fix this would require some sort of ad-hoc "large overlap and streched hinge, treat as if fixated" hack, which would be ugly and error prone, or a direct solver for contacts. In fact, you can get that via the following:
Sim.directContactSolveAll = true;
Sim.direct_friction=true;
However, it is quite slow for large scenes.
At any rate, the above scene works no worse than in 1.8.5.
2) Hard to fix. The contacts are still solved iteratively which means there will be no convergence to a solved state. To fix this would require some sort of ad-hoc "large overlap and streched hinge, treat as if fixated" hack, which would be ugly and error prone, or a direct solver for contacts. In fact, you can get that via the following:
Sim.directContactSolveAll = true;
Sim.direct_friction=true;
However, it is quite slow for large scenes.
At any rate, the above scene works no worse than in 1.8.5.
Emil Ernerfeldt, lead developer
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Re: 1.9.7 hinges and forces
emilk wrote:At any rate, the above scene works no worse than in 1.8.5.
True,
but in 1.8.5 I've "see" the source of problem (circles shakes) and can fix my scene. Now it's much harder, player can draw box and two overlapped circles thinking it's just a car but it starts jumping...
IMHO, interesting solution is to convert deep penetrated geoms into polygon of similar to original form but with half- cutted penetration zone. Like in reality - object deformation. It can even depend on density and save total mass...
The other way is show somehow to user what is a problem - for example blur the hinge icon to direction of force...
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Kilinich - [Best bug reporter 2010]
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Re: 1.9.7 hinges and forces
Kilinich wrote:The other way is show somehow to user what is a problem - for example blur the hinge icon to direction of force...
I like that idea - maybe you'll see it in the next beta!
Emil Ernerfeldt, lead developer
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Re: 1.9.7 hinges and forces
Actually, I would suggest leaving the "won't rotate" thing as it is. This is what is largely known as a Lucid device, and is used as a stabilizer in lots of scenes. It actually works better with the new hinges.
However, I can see no practical use for the bouncy thing, so I have no problem with fixing it.
However, I can see no practical use for the bouncy thing, so I have no problem with fixing it.
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Someone Else - Posts: 1147
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Re: 1.9.7 hinges and forces
Someone Else wrote:Actually, I would suggest leaving the "won't rotate" thing as it is. This is what is largely known as a Lucid device, and is used as a stabilizer in lots of scenes. It actually works better with the new hinges.
inertiaMultiplier = +inf replace all that devices.
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Kilinich - [Best bug reporter 2010]
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Re: 1.9.7 hinges and forces
inertiaMultiplier doesn't work in Phun.
I've just gotten so used to making my scenes Phun-safe that I forgot about it entirely.
And what about forwards compatibility? Old scenes that use it will simply no longer work anymore.
I've just gotten so used to making my scenes Phun-safe that I forgot about it entirely.
And what about forwards compatibility? Old scenes that use it will simply no longer work anymore.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
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Someone Else - Posts: 1147
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