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QQ2025510-105716.mp4When I use fixed constraints, I hope that there will be as little relative displacement as possible between the two physical bodies. I found that when one object rotates very fast, they will not maintain the original relative rotation, which is especially obvious when the center of mass of the two objects is far apart. that's my test code |
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I think this is due to the fact that everything is linearized, artist impression from the top: Initial configuration: Yellow boxes. There is a process in Jolt that fixes up the errors after stepping called 'position correction'. There are two important parameters that control this: Another trick that we use is to render objects as if they had been constrained properly. This involves shifting the visual mesh so that it matches the expected position while leaving the physics body lagging behind. When things are moving very fast, it is hard to spot the difference. When things are moving slow, physics and visuals match so there is no issue either. |
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WeChat_20250515222415.mp4Thank you for your reply. Your answer helped me figure out the reason why it happened. But I still have a video here for you to watch. Is this strange shaking also due to the above reasons? |
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From the video I can't really tell what's going on. I would suggest to turn on the constraint debug drawing to see if you see anything strange. Another thing to check is if the collision between the hand and the long object has been disabled. In the video they seem to be fighting each other (constraint pulls, collision pushes). |
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From the video I can't really tell what's going on. I would suggest to turn on the constraint debug drawing to see if you see anything strange. Another thing to check is if the collision between the hand and the long object has been disabled. In the video they seem to be fighting each other (constraint pulls, collision pushes).