Hi,
I’m simulating basic Lego blocks and I’ve attached a number of simple Bodies, each comprised of a single GeomBox, together with fixed joints. Depending on collisions these joints will have to be broken during the simulation, which is why they are not just a single Body with a bunch of GeomTransforms.
I’ve connected a number in series as an extension from a main chassis (imagine 4+ blocks extending out like an ‘arm’ with only the root block attached to the chassis). My problem is that when the simulation starts, the arm wiggles a little, and then the wiggle accelerates until the arm is throwing itself around like crazy. If I construct the arm with smaller blocks with more balanced connections (i.e. not at the tips but in the centre) the wiggling can be eliminated or at least reduced. The larger constructions, however, are valid and can be held static with real Lego and should, I think, be able to be simulated.
I’m a newbie and I’ve obviously missed some physics setting for the joint or the world or something. It seems like the simulator is trying to make corrections and these corrections are compounding the error. I’ve tried playing with the ErrorReductionParameter, MaxCorrectionVelocity and ContactSurfaceThickness in the world, as well as the ERP and CFM in the Joint (althoughf for a fixed joint these parameters don’t seem to be used) - but to no avail.
I’m using the newest code checked out from CVS.
Does anyone have any suggestions?
Thanks in advance,
James