[Blender 2.73a] I have a scene, where a helmet is falling on a surface.
It is quite complex: high-poly helmet, every link in chainmail is a separate element and all this stuff are rigid bodies. I want them to act physically correct, that is why so. All modifiers and transformations are applied: objects are clean meshes. I've already done simulation tests with this model earlier (https://www.youtube.com/watch?v=gszj0GUkigI), now I've updated the model and try to make a new simulation, but it fails:
Surface (was a passive body plane first, now an active non-dynamic cube — doesn't matter) first collides, but then chains and helmet pass through it. I've tried everything — no idea how to fix this.
Here are screenshots of settings:
(all objects are real-size, high values of steps and iterations always well helped increase accuracy)
Any ideas, why is this?
Subdivided surface, increased steps to 1600 and solver iterations to 120. No luck