Rigid body dynamics: Initially deactivated objects are not activated on collision, but on bounding box intersection #50765

Closed
opened 2017-02-23 16:55:10 +01:00 by Thomas Weiler · 15 comments

System Information
MacOS 10.12.3

Blender Version
Broken: 2.78 2017-02-23

Short description of error
When setting the rigid body dynamics of an object so that "Enable Deactivation" and "Start Deactivated" are both enabled, the expected result is that the object is "activated on collision with other objects" (quote from the manual). Instead, the object is already activated when its bounding box and another active and dynamic rigid body object's bounding box intersect, even if the two objects never collide.

Exact steps for others to reproduce the error
Open the attached .blend, then start the animation (Alt-A or click on play) and watch closely at what point the capital T is activated (it starts falling down).
Alternatively, there are two small spheres behind the text. The top sphere is deactivated, but the bottom one immediately activates it even though they don't collide.

rigid body activation threshold test.blend

**System Information** MacOS 10.12.3 **Blender Version** Broken: 2.78 2017-02-23 **Short description of error** When setting the rigid body dynamics of an object so that "Enable Deactivation" and "Start Deactivated" are both enabled, the expected result is that the object is "activated on collision with other objects" (quote from the manual). Instead, the object is already activated when its bounding box and another active and dynamic rigid body object's bounding box intersect, even if the two objects never collide. **Exact steps for others to reproduce the error** Open the attached .blend, then start the animation (Alt-A or click on play) and watch closely at what point the capital T is activated (it starts falling down). Alternatively, there are two small spheres behind the text. The top sphere is deactivated, but the bottom one immediately activates it even though they don't collide. [rigid body activation threshold test.blend](https://archive.blender.org/developer/F494517/rigid_body_activation_threshold_test.blend)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @Sinescape

Added subscriber: @Sinescape

#73365 was marked as duplicate of this issue

#73365 was marked as duplicate of this issue

Added subscriber: @zeauro

Added subscriber: @zeauro

I confirm the problem with master hash d66d579 on ubuntu 16.04 64 bits.

I confirm the problem with master hash d66d579 on ubuntu 16.04 64 bits.
Member

Added subscribers: @angavrilov, @scorpion81, @LucaRood-3

Added subscribers: @angavrilov, @scorpion81, @LucaRood-3
Member

At first glance, this seems like a bug in Bullet. As far as I can tell from a quick look, this wrong activation isn't triggered by any of Blender's activation calls, so it is probably Bullet activating the object on its own will...

Anyway, I'll try to have a more thorough look at this when I have some time.
In the meantime, if anyone wants to, feel free to tackle this though...
Btw, @angavrilov and @scorpion81, this might interest you.

At first glance, this seems like a bug in Bullet. As far as I can tell from a quick look, this wrong activation isn't triggered by any of Blender's activation calls, so it is probably Bullet activating the object on its own will... Anyway, I'll try to have a more thorough look at this when I have some time. In the meantime, if anyone wants to, feel free to tackle this though... Btw, @angavrilov and @scorpion81, this might interest you.

Added subscriber: @sreich

Added subscriber: @sreich

This is not really a bug but more of a limitation.
I have a patch that does proper deactivation in the rigid body improvements branch, but it wasn't committed because it wasn't clear how deactivation should be handled in blender in general.
I might dust if off since this really can be preveived as a bug.

This is not really a bug but more of a limitation. I have a patch that does proper deactivation in the rigid body improvements branch, but it wasn't committed because it wasn't clear how deactivation should be handled in blender in general. I might dust if off since this really can be preveived as a bug.

Added subscriber: @mano-wii

Added subscriber: @mano-wii
Sergej Reich was assigned by Germano Cavalcante 2019-10-28 14:41:03 +01:00

Since this is a known limitation, can we close this report?
We could also add it as one of the tasks of #66307 (Nodes & Physics Module)

Since this is a known limitation, can we close this report? We could also add it as one of the tasks of #66307 (Nodes & Physics Module)
Sergej Reich was unassigned by Dalai Felinto 2019-12-23 16:36:47 +01:00

Added subscribers: @cubimation, @Pasang

Added subscribers: @cubimation, @Pasang

Added subscriber: @ZedDB

Added subscriber: @ZedDB

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Sebastian Parborg self-assigned this 2020-10-15 14:08:40 +02:00

I've updated the documentation to reflect the actual behavior of how rigidbodies becomes activated.

I've updated the documentation to reflect the actual behavior of how rigidbodies becomes activated.
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Reference: blender/blender#50765
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