I have a fractured object (pic 1) and on all of the fractures, I have a rigid body animation (settings in pic 2). The problem I'm facing is: as soon as I start the animation, all the fractures with the rigid bodies instantly start jumping around instead of just sitting there (they're on top of a plane with a passive rigid body setting on it). Why is this happening? enter image description here enter image description here

  • $\begingroup$ By jumping around do you mean fly everywhere and explode, or just bounce up and down? $\endgroup$
    – lwswl
    Oct 15, 2021 at 0:18
  • $\begingroup$ @LWSSWL Jumping around. They don't go crazy. They just move around and I can't have them doing that. $\endgroup$ Oct 15, 2021 at 0:21
  • $\begingroup$ You can prevent the fracture segments from activating until the frame where that's required... Take a look at the answer here - blender.stackexchange.com/questions/215746/… $\endgroup$
    – Edgel3D
    Oct 15, 2021 at 1:25
  • $\begingroup$ You probably should avoid using “mesh” shape when doing rigid bodies. It has an inherent margin and is not as precise as “convex hull”. $\endgroup$
    – TheLabCat
    Oct 15, 2021 at 2:54
  • $\begingroup$ @TheLabCat: The mesh is the most precise thing you can do with rigid bodies. The convex hull does only work good on simple shapes which have no holes or indentations. Here you can see an example [1]: i.sstatic.net/a9miL.gif: left: convex hull, right: mesh. Same collision margins. The convex hull doesn't "recognize" the indentation. Maybe read this: docs.blender.org/manual/en/latest/modeling/meshes/editing/mesh/… $\endgroup$
    – Chris
    Oct 15, 2021 at 3:23


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