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I am trying to use Bullet to get physically accurate simulations by setting up the simulations through Blender (2.73a or 2.75a). It seems to be very unreliable with respect to the physics_step_sub property.

Most annoyingly, a collision is often missed, and the object gets stuck. I hope someone spots an obvious mistake.

I set up a minimal working example:

  • a sphere (rigid body, collision_bound_type: SPHERE) that's given an initial velocity, and
  • a wall (actor, static, BOX), that it bounces back from.
  • no gravity
  • elasticity 1 for both objects.

The outcome changes based on the substeps parameter. Which would be ok, but which is closest to actual physics? I read, that it's not good to have small objects, so I enlarged the scene, the outcome is similar: tests.zip

The minimal blend file can be found here: scene.blend

I tried adjusting the magic "game.radius" parameter, but it only changes anything, if it's too large and the objects immediately start to distance themselves.

Collision margins don't seem influence this behaviour.

Thanks!

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