ability to shrink the collision representation of a mesh so the renderable mesh can be gap free.
I have a problem. If I fracture a mesh, I have to leave a visible gap between meshes so that the physics engine won't immediately explode them away from each other at a million miles per hour, this isn't ideal, because the cracks are visible prior to any collisions. I know this can be overcome by hiding the fractured geometry until the point of impact and showing the unfractured geo up until that point instead, but even then when the fractured objects are made visible again on impact, the result is very unrealistic because the collision may not move all of the fractured objects, but they'll still have a visible gap between them.
I think a good solution would be an option to shrink the collision representation of each mesh rather than having to shrink the actual mesh. This would mean that the collisions would react properly, the cracks wouldn't be visible, and there'd be no need to hide groups of fractured objects prior to collisions. Perhaps a good place for this setting would be the exisiting sensitivity margin, by allowing it to accept negative numbers?
I'm not sure if any of these suggestions ever make it back to the blender devs, so is there a better place to post suggestions than this site?
3 Comments
Reasonable idea. But how it should work? Just 2 copies of each piece? One for collision and another for visual representation? There is margin field. Did you try to set it to very small values?
* @ Vyacheslav * I think the collision mesh and the renderable mesh are already two different objects in memory, so it would just be a case of scaling down each collision mesh by a user specified amount.
using the margin doesnt work, because you'd need to set the margin to 0 in order to not have cracks around your render geometry, but this would cause an explosion.
If the margin could be set to a negative value, perhaps that would work.
* @tibbyninja * okay, I see. I think it is better to send proposal to developers of addon.