As I was doing the physics core course I encounter this weird... bug? not entirely sure what is wrong, but physics for rigid body objects just don't seem to work how they should. Everything is set to mesh, scale is applied, and origin points seem to be placed correctly, but everything just... freaks out. Changing collision shapes does seem to help a bit, but it still doesn't really work. I attached a blend file and a video of what is happening, in case it's somehow related to my pc.
https://drive.google.com/drive/folders/1xDbwN1RW1JePvW2zgufusaamp_4N8kfd?usp=sharing
Hi Virgis FFireGhost ,
Could you change the permissions of the link, please; it says Access Denied.
Hi Virgis,
Thanks for the .blend!
There are a few things going on:
There is a (hidden) Setting called Margin that is too high by default (change it to 0.005, for instance, or lower if needed):
I'd change the Rigid Body Constraint to Hinge (and Rotate it):
And then you might also need to lower the platform a bit.
Yes! That did the trick. I thought I looked at all the settings, and yet I managed to overlook the most crucial one :D Thank you for your help! And yeah, definitely need to change that to hinge, just though about trying out that constraint to see if it would do the job :D