Rigid Body Constraints ignoring keyed rotation limits #108833

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opened 2023-06-10 04:41:39 +02:00 by Zachary-Bille · 1 comment

System Information
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79

Blender Version
Broken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: e1ccd9d4a1d3
Worked: (newest version of Blender that worked as expected)

Short description of error

Rigid Body Constraint limits seems to be only taking initial values, ignoring keyed values.

Exact steps for others to reproduce the error

  1. Open attached blend file
  2. Verify that Constraint.002 object has Rigid Body Constraint, Generic type, and Z upper angular limit keyed (from frame 1->40, 90->20 deg).
  3. Play animation.
  4. From frame 40 and on, that Z upper angular limit is keyed to be 20 deg, but the cube being hit will still rotate to 90 degrees (expecting limited to 20 deg).

Tested "Generic", "Hinge", "Generic Spring", none respects the keyed rotation limit.


Original description:

Generic and Generic Spring constraints will ignore keyframed changes in their lower and upper limits.

  1. Create 4 Rigid body cubes and a passive ground plane under them.
  2. Line 3 of the cubes up on the X axis.
  3. Connect each of the 3 cubes with rigid body constraints set to generic.
  4. Set one of the cubes on the end to animated.
  5. Select the constraint between the animated cube you just made and the next one in line and set all limits to 0.
  6. Select the next constraint in the line and set all angular rotation limits to zero except the z angle upper limit, set that to 90.
  7. Set a keyframe on the upper limit Z axis of that same constraint on frame 1.
  8. Go to frame 40 and set the upper limit Z axis to 20 and keyframe it.
  9. Take the 4th cube you made and position it behind the cube on the end that is not set the animated.
  10. Take that same cube and make it animated and keyframe it on frame 40.
  11. Move that 4th cube to hit the none animated cube at the end of the line and keyframe it.
  12. Then hit play, the constraint will ignore the changed upper limit and rotate to 90 even though it shows as being only 20 in the properties panel.
**System Information** Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79 **Blender Version** Broken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: `e1ccd9d4a1d3` Worked: (newest version of Blender that worked as expected) **Short description of error** Rigid Body Constraint limits seems to be only taking initial values, ignoring keyed values. **Exact steps for others to reproduce the error** 1. Open attached blend file 2. Verify that `Constraint.002` object has Rigid Body Constraint, Generic type, and Z upper angular limit keyed (from frame 1->40, 90->20 deg). 3. Play animation. 4. From frame 40 and on, that Z upper angular limit is keyed to be 20 deg, but the cube being hit will still rotate to 90 degrees (expecting limited to 20 deg). Tested "Generic", "Hinge", "Generic Spring", none respects the keyed rotation limit. ----- Original description: Generic and Generic Spring constraints will ignore keyframed changes in their lower and upper limits. 1. Create 4 Rigid body cubes and a passive ground plane under them. 2. Line 3 of the cubes up on the X axis. 3. Connect each of the 3 cubes with rigid body constraints set to generic. 4. Set one of the cubes on the end to animated. 5. Select the constraint between the animated cube you just made and the next one in line and set all limits to 0. 6. Select the next constraint in the line and set all angular rotation limits to zero except the z angle upper limit, set that to 90. 7. Set a keyframe on the upper limit Z axis of that same constraint on frame 1. 8. Go to frame 40 and set the upper limit Z axis to 20 and keyframe it. 9. Take the 4th cube you made and position it behind the cube on the end that is not set the animated. 10. Take that same cube and make it animated and keyframe it on frame 40. 11. Move that 4th cube to hit the none animated cube at the end of the line and keyframe it. 12. Then hit play, the constraint will ignore the changed upper limit and rotate to 90 even though it shows as being only 20 in the properties panel.
Zachary-Bille added the
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Report
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labels 2023-06-10 04:41:40 +02:00
Iliya Katushenock added the
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Animation & Rigging
label 2023-06-10 11:21:37 +02:00
YimingWu changed title from Rigid Body Constraints Ignore Keyframing to Rigid Body Constraints ignoring keyed rotation limits 2023-06-12 04:49:25 +02:00
Member

From 3.5-4.0 the behaviour seems to be consistent. Can confirm the issue.

Not sure if keying limits is actually supported by bullet, it's not documented about how setUpperAngLimit could generate impulses and alter the energy of the rigid body world.

Edit:

Looks like Blender resets the rigid body world when this value changes (rna_RigidBodyOb_reset), it's possible to implement a get/set function to call setxxxLimit on constraints, will investigate if this would work.

From 3.5-4.0 the behaviour seems to be consistent. Can confirm the issue. Not sure if keying limits is actually supported by `bullet`, it's not documented about how `setUpperAngLimit` could generate impulses and alter the energy of the rigid body world. Edit: Looks like Blender resets the rigid body world when this value changes (`rna_RigidBodyOb_reset`), it's possible to implement a get/set function to call `setxxxLimit` on constraints, will investigate if this would work.
YimingWu added
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and removed
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labels 2023-06-12 05:00:46 +02:00
YimingWu added the
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Nodes & Physics
label 2023-06-12 05:04:41 +02:00
Bart van der Braak added
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and removed
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labels 2024-08-14 13:11:52 +02:00
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Reference: blender/blender#108833
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