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[Bug/Feature request] Support various scales with bullet physics (low priority)

Open ItsCubeTime opened this issue 3 years ago • 3 comments

Not much to say. Basically anything that doesnt have a scale of 1 with physics enabled glitches out in Kha/Krom at the time being (weird "shaking" behaviour) - works fine in Blenders internal physics engine.

One might argue its not a big deal but its not very easy for beginners to know that the scale has to be 1 - and even if you do know it can be easy to forget something like this from time to time.

ItsCubeTime avatar May 17 '21 18:05 ItsCubeTime

Do you have a test file with simple cubes ?

onelsonic avatar May 19 '21 11:05 onelsonic

@ItsCubeTime , the scale don't need to be applied to objects for bullet physics work right AFAIK. But doesn't makes sense to don't apply the scale for unanimated objects. Make sure if you change the object scale, you need to clear the project cache to the change take effect.

The unapplied scale will influence the object orientation. That is the only reason i've seen regarding that. If you are interested to see why: https://medium.com/swlh/understanding-3d-matrix-transforms-with-pixijs-c76da3f8bd8

knowledgenude avatar May 22 '21 14:05 knowledgenude

Id like to add to @knowledgenude comments I did some testing and and found that not applying scale alone does not cause the problem in most cases. But a combination of not applying scale + shifted centre of mass causes the issue.

Regardless, it is best to manually apply the scale of physics objects in Blender for best results.

QuantumCoderQC avatar May 22 '21 14:05 QuantumCoderQC