Violent collisions between RigidDistanceGrid and PointCollisionModel #3600
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Hey @wgrosche Would you mind sharing the scene file that you have? It would help to test it because I am not using RigidDistanceGridCollisionModel extensively. The brutal contact force should come from the "contactStiffness" value that you specify in RigidDistanceGridCollisionModel. Let me explain: using I hope this helps. |
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Hello All,
I'm using BeamAdapter with RigidDistanceGridCollisionModel.
Most everything is working as expected but the collision response is very violent (when contact is detected the beam is catapulted out of the offending object). Does anyone know what I can change to get a more realistic response?
I have tried changing the contact stiffness (when using DefaultAnimationLoop with PenalityContactForcefield) and mu (when using FreeMotionAnimationLoop with FrictionContactConstraint) but these just allow interpenetration of the object when brought low enough, which is not what I want. Ideally the beam would collide with the object inelastically so that the beam does not bounce back from the object.
Thank you for your help.
I have attached the scene graph below.
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