Ridiculus bouncing with trimesh-trimesh collisions

TwoD

15-05-2007 03:22:18

I've tried just about everything to get a stable system with trimesh objects landing reasonably softly on a static trimesh surface.

The trimesh objects spawn a small distance up in the air and falls down on the statich trimesh. Just when they are about to settle a huge force comes from nowhere (I'm guessing a corner of the object had a collision) and it starts bouncing around in the scene. (The static trimesh is cave-like with the objects inside it.)

The masses of the objects range from 30 to 100 depending on the object.
All codies in the scene are restrained by a 2D Plane Joint since it's a side-scroller. All of the surfaces of the static trimesh which the objects can collide with are parallel to the Z axis.

The static trimesh is supposed to have a fairly high bouncyness so the player can almost ricochet off walls when flying around and grabbing objects with a grappling hook on a rope (which i mentioned in my previous thread).

I could only get it to stop by setting bouncyness to something like 0.00001 and friction to five million... Of corse, then there won't be much of that ricochet effect left when objects really should bounce off walls.

Decreasing timestep doesn't help. Increasing the ERP seems to make it worse. (compared to defaults) Increasing CFM makes the objects fly through the static trimesh. Same problem if I setContactSurfaceLayer to more than 0.1.

I've tested with simple box/sphere geometries, no crazy bounce, but it looks like crap since they don't match the objects at all.

Anyone who's got any ideas? I've got none left and I'm mumbling constants in my sleep... :(