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I didn’t put any thought into the scale of the demo scene, but its main relevance is in believably (appropriate gravity) and potentially needing additional sim substeps to account for objects moving very fast The chain links would always touch each other but align to the rope)? Also, if the chain isn’t the main focus of your scene, do the simulation in a different file and import it as a mesh cache.
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Chains are considered as convex hull by default With every chain link moving independent of each other, or would a rope simulation be sufficient (i.e You should convert each chain to set of spheres with vdb to spheres
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I was following a tutorial for making a realistic chain where you use rigid body physics to make a chain fall on a plane I'm trying to use this technique in one of projects, but i can't get it to work. I just discovered that somehow, despite my consciously paying attention so as not to have this happen, what was apparently causing my chain to explode was that i had inadvertently selected another object when box selecting my chain links, and had added the rigid body properties to it as well. There are a few chain and string tutorials out there, but none of them seem to incorporate gravity or pulling both ways
Your best bet is verlet chain simulation It incorporates gravity, constraints, and can have forces applied at any point. Although it might not look complicated, the lack of kinematic chain simulation in the software makes this impossible to simulate The linkage software, as i have written about on numerous occasions, uses a fairly simple simulation algorithm.
I have worked with a few definitions that use collisions between interlinked meshes (example
Now i want to reproduce the same motion inside isaac sim 4.5 using articulation joints instead of baked animation However, when i try to build it with many segments, the simulation becomes unstable or doesn’t behave correctly. Do you need a full chain simulation, i.e
