Acadia opened this issue on Oct 09, 2005 ยท 8 posts
svdl posted Sun, 09 October 2005 at 6:38 AM
I've had that happen before. The collision detection algorithm tends to get wonky if the polygon sizes of the collliding objects are getting vastly different. If the table surface is made from a simple scaled cube with only 6 polygons, you can be almost certain that the detection algorithm will fail.
I'm still working on a "drop to surface" Python script. Not ready yet. But I'm afraid it's the only way to go right now.
Just got an idea for a workaround using the cloth room. You might try converting your prop to dynamic cloth, select a few vertices on the bottom of the prop as dynamic group and the rest as rigid decorated. Place it shortly above the table, set all collision options and let it fall down... Edited to add: Just tested this idea with a simple box as the collision object and a hires ball as the cloth object. Only the lowest vertex was set as dynamic group, the rest was set as rigid decorated. Works perfectly - and fast too, since the simulator only has to calculate one vertex!
Message edited on: 10/09/2005 06:44
The pen is mightier than the sword. But if you literally want to have some impact, use a typewriter