
After reading a Wikipedia article on the cradle I also realized that the balls needed adjusting in the elasticity settings. So yeah, proper anchoring can make a world of difference. My original ball was more like a pendant on a necklace.
#Gravitation tag in cheetah3d how to
Once filip c pointed out how to anchor the same points in more than one tag it all worked much better. Yeah, most of the jittering was caused by my poor anchoring of the ball. There's still plenty of specifics about bullet physics that I'm trying to work through exactly how they function and more importantly how they interact with each other. One other thing that helped a great deal was to increase the accuracy in the dynamics settings to x8. filip c is the one that actually suggested using the same points in different anchor tags. That's what lead me to learn more about anchors. Another big problem is movement of the balls, which drained kinetic energy and all momentum with it. The larger the scale the less effect the "Mass" setting seems to have. Little things like ball spacing and overall world scale have an effect on the physics performance. I may go back in one day and see if I can squeeze a little more performance out of it. In the beginning I could barely get a second bounce out of the ball. There are a lot of small things that can totally throw off the cradle from working right. Yeah I had to do a LOT of tweaking to get what I did to work.

Use the second anchor tag to anchor the other point then drag the ball into the tag's socket. Add a small ball centered on the other point. Use the first anchor point to anchor one point. Make a horizontal line spline, make its type polygon, add a rope tag to it, add TWO anchor tags. The second function of the anchor tag is to attach a soft body or rope (spline) to a rigid body.

It works better for curtains and table-cloths, and I can't get dynamics to work with the soft body.) Also, when I turn on self-collision the model explodes. Add a soft body, make it two-sided, set stiffness to 0.5, set bending constraints to 1. imagine a plane facing z, give it some extra detail (sections), convert it to editable, then enter point mode and anchor the top-left and bottom-left points. If you select some vertices and click "set anchor points" those vertices become anchored (fixed) in the object's coordinate space.Į.g. Be that as it may, the anchor tag is a little tricky because it's "two things in one".
