I'm trying to use rigid body physics on a Lego model that was built inside of Mecabricks and exported into Blender. My hope is that the model will stand in place until I animate a sphere to go crashing through one of the walls. That is the point that I want the rigid body physics to kick in and destroy the wall. However, instead of waiting on the sphere to cause the destruction, the model begins to explode on its own as soon as the timeline hits the first frame, thus never allowing the sphere to be the catalyst for causing the destruction. For the sake of my animation, I need the sphere to centrally cause the damage and not just have the entire model self-destruct.
I tried multiple different collision shapes (convex hull, box, mesh, etc) but I never seemed to get the desired effect.
Just to make sure that I was setting everything up correctly, I created a new Blender scene and used cubes to build a wall. When done with cubes (and not a Lego model from Mecabricks) the cubes sat patiently waiting until the sphere crashed through and caused the destruction. So, that verified for me that I was setting up the rigid body physics okay.
Has anyone else ever experienced this problem? If so, is there a way to fix this?
Thanks so much.
Here is my blend file I made for testing....