Timeline for What causes rotating objects to 'slip'?
Current License: CC BY-SA 3.0
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Jun 10, 2020 at 12:57 | history | edited | CommunityBot |
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Feb 19, 2017 at 5:39 | vote | accept | BlackBooks | ||
Feb 14, 2017 at 13:25 | comment | added | Rich Sedman | Excellent - glad to hear it's working. The ideal Steps per Second will also depend on how fast it's turning and how closely meshed the cogs are. Always best to go higher if you can afford the extra processing time for the extra steps. Also, once you've got the animation how you want it you can always bake it so that it doesn't have to recalculate each time. | |
Feb 14, 2017 at 11:16 | comment | added | BlackBooks | I've found that simply increasing the Steps per Second to 200, leaving solver iterations at 10 and leaving Split Impulse disabled gives me about 1600 frames @ 24 fps of rotation without the gear slipping - so about a minute of simulation. Good enough for now - so thanks for the advice. I'll eventually learn more and get it right. | |
Feb 14, 2017 at 10:27 | comment | added | BlackBooks | Thanks Rich. I tried just enabling Split Impulse however it slipped further and more quickly, seemingly at a faster rate. With Split Impulse disabled I then tried increasing the steps per second from 60 to 100 and then to 150. At first I thought it had worked but discovered that the slipping still occurred but after many more rotations. I increased the solver iterations and the bodies went flying away, with Split Impulse enabled or not. I'll keep trying different combinations. | |
Feb 14, 2017 at 6:15 | history | answered | Rich Sedman | CC BY-SA 3.0 |