Record simulation problem

Bingo.

Correct.

Unstable and unrealistic results; things that are hard to debug and have no obvious cause, primarily jittering and exploding. Jitter anywhere in your simulation affects not just the jittering Marker, but every Marker. It’s all connected. Ragdoll just doesn’t know how to handle unrealistic setups, but will try very hard to compensate for it. The less it has to compensate for the better for both Ragdoll and yourself.

Then could that be the source of all the bugs im constantly facing? Shifting limits of markers, freaking out floors, objects falling despite being set to be static etc.?
Just because of these couple overlapping markers?

Without being able to reproduce it we are both shooting blind. Take it for a spin, next time you encounter an issue try and reproduce it in a new scene and include the steps in your support request.

Alright lets hope it doesn´t happen and the issues stop with that fix. Really enjoy working with Ragdoll despite the problems :+1:

Lastly what would you suggest me to do with the values? All back to default?
Like i mentioned, reason for those extrem numbers where solely to achieve a more “heavier” behaviour of markers. Thought it might work by increasing mass and adjusted everything else…
Where to go from here?

Have a look at your scene scale.

If your character is in proportion to that gizmo, then all values will reflect realistic values, including gravity. Meaning that if gravity is at a default value (982 cm) and you drop the character from 1 meter, it’ll take as long for it to hit the ground as it would a real character in real life.

From there you can exaggerate, e.g. double gravity, double the time scale etc. It would appear heavier, but stray from realism.

So reverted everything to default and concentrating on the upper arms for now. Values are low, to make them drop.
And thats the result…


Now how to go from here to make this behave realistic?

It’s unclear what response you expect, this is realistic given these parameters.

If you can provide some reference animation or video of what you are aiming for, I expect we can find the right parameters for it.

First problem im having with this is the twisting of the upper arm due to lack of stiffness, which is mandatory for this case. Another reason why i went with the high gravity, since that way the stiffness could be increased and you just had a dropping arm without the twist. Would be great if there could be a stiffness parameter for each axis…
Next problem is the arm colliding with the body, there is no impact effect. I know there is the bounce parameter and its also on default, which should give realistic results as it is. Am cautious increasing it after my last tests a while ago, since it made couple parts jump invinitely.
Lastly the arm behaviour when pulled by the pin constraint. Feels like a bit too less inertia of mass for my taste.

Great, now we we’re talking.

  1. First problem im having with this is the twisting of the upper arm due to lack of stiffness
  2. Next problem is the arm colliding with the body, there is no impact effect.
  3. Lastly the arm behaviour when pulled by the pin constraint

These are all great topics, however they are unrelated to the topic of this thread. Can we open one thread per topic please? Start with the one you find most important.

Considering this topic completed.