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Are you sure that your sphere / box mesh is actually closed? E.g. a box is usually modelled like this: where vertex 'v' is actually 3 different vertices because you need 3 normals (in green) to get correct lighting. For spheres it's the same thing. There's usually a seam where the UV coordinate goes from 1 back to 0 and at that point there are 2 vertices with the same position, same normal but different UV coordinates. You need to ensure that for the simulation mesh there is only 1 vertex per position. |
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Description
I am encountering an issue where meshes burst or deform unexpectedly upon collision with the floor. Specifically:
This behavior occurs as soon as the mesh collides with the floor, and the meshes appear to "burst" like a balloon. I have tried adjusting the pressure values but this has not resolved the issue.
Steps to Reproduce
Expected Behavior
Actual Behavior
Additional Information
I have experimented with different pressure values, but none seem to have a significant effect on this issue. Any guidance or suggestions would be appreciated.
Here is the code I use to generate the soft body from an indexed mesh:
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