Hi guys,
i’ve been running into an odd one. Probably due to my lack of knowledge ^^
I created a setup for a regular human character. The chest control seems to be causing issues to the sim, most noticeably the neck initial settle at the start and the big unmotivated change on the overall body position/angle as soon as the hip control changes behavior from kinematic to dynamic (hips and chest moving wildly). See gif.
Setup is roughly as below:
- The hips, chest, neck, clavicles and head are all part of the same group and set to local and dynamic.
- the hips switch from kinematic to dynamic around frame 22-23
- the chest geo is a big piece that intersects hips, neck, clavicles, upper arms
- legs, arms and fingers each have their individual group
I tried a lot of different things:
- collision overlap value for chest, arms, hips, neck to stay at 0
- collision overlap value for chest, arms, hips, neck changed to 1 to be a custom overlap group
- collision with self
- collision with nothing
- collision off
Out of all the above, the only instance that seems to prevent the sim from breaking is when i switch the chest marker to “collide - off” and i’m not quite sure why and if there’s a better way to do it.
I was under the impression that when the overlap value is set to 0 for the same group elements (such as for clavicles generally), the intersection of those markers is overlooked and overlap allowed. Similarly, if the overlap value is set to the same on different markers they are allowed to overlap/intersect. In my mind this means that having collide off and overlap values matching should give the same result as long as we don’t want to have any interaction with the environment.
However, if a third party (such as a cube) is thrown in the mix and the sim impacts that cube, the resulting behavior should be different as we now have some other element that we want to interact with the existing markers. I believe when the chest collide is off, the cube is ignored and when collide is on, the cube is not ignored as long as the overlap groups of chest and cube are not matching.
Is there a way to retain collisions on the chest in case of external elements for impacts, but also guarantee that the chest does not affect the sim negatively such as in the scenario above?
Additionally, how do groups play a part in collisions with other groups? Am i missing something there as well perhaps?
Is the initial setup (amount of intersecting geo) playing any part in the way the sim understands what is allowed to intersect and what is not allowed to intersect?
Sorry in advance as I might have a bit of a wrong understanding of the whole collision system between markers even though i did follow all available documentation on the blog and available chats on the topic. Thanks for reading till the end! ^^