Report any bugs here and we'll post fixes
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by DarthGak » Thu Aug 28, 2008 7:44 pm
I think I found a bug with the convex hull modifier (in beta 16). It doesn't seem to actually modify the geometry until it first rotates. Here is a test case:
-Create a floor
-Create a sphere collision above the floor.
-Use a modifier to make the sphere stretch top bottom (sorta egg shaped)
-Start the simulation.
In my case the sphere falls to the floor as if it was unmodified. Then as soon as it touches the floor and rotates just a bit then it will assume the correct shape and ooze out of the floor. Note if you read back the collision shape it shows correctly, but it still behaves as described.
Thanks
Chris
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DarthGak
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by JernejL » Thu Aug 28, 2008 7:52 pm
Could you post a video of this? the problem could be caused by a improperly constructed matrix or somthing similar.. and if someone else tries to recreate the setup from your instructions, it can end up a lot differently.
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JernejL
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by Julio Jerez » Thu Aug 28, 2008 11:22 pm
the first thong to do is to get teh newer beta, it is 17 now.
there are few bug fixes and soem modifications to teh contact interface.
then as Delfi say a video will crify the bug.l
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Julio Jerez
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by DarthGak » Fri Aug 29, 2008 4:51 pm
I installed the new beta and the problem seems to be fixed. Thanks Julio.
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DarthGak
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by Julio Jerez » Fri Aug 29, 2008 5:22 pm
nice!
are you migrating skechyPhsyics 2.0 to newton 2.0?
I love to see what peopel will do because it is way, way much faster and it have no object limits.
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Julio Jerez
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by DarthGak » Sun Aug 31, 2008 4:42 pm
Yes. In fact I am rewriting SP at the same time. It is going really well. I like the new version. In my case the ability to check if shapes collide outside the material system is going to make a lot of cool stuff possible.
Unfortunately it isn't any faster for me. My bottleneck is Sketchups rendering speed. In fact I have started doing some of my call backs in ruby instead of C because it is isn't any slower.
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DarthGak
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