Known Rigid Body Dynamics Limitations in v5.0
This page will be used to report known limitations/bugs. Internal tracking numbers (which look like "UDEV00123456") are mentioned, when known, so that Softimage can keep track of each item. It is not a comprehensive list, as it only contains the items that might help artists avoid well-known problems.
| Rigid Body Dynamics Issues | |
|---|---|
| UDEVxxxxxxxx | Parenting rigid bodies causes unpredictable behavior.
Workaround: Do not parent a rigid body under any object, nor use a rigid body as a parent for another rigid body. |
| UDEV00191588 | Animating the "mute" parameter on a rigid body does not work correctly
Workaround: Instead of animating the muted/unmuted state, animate the object's passive/active parameter in conjunction with the "collides with" parameter; e.g. instead of turning on "mute", turn on "passive" and "collides with nothing". |
| UUDEV00190651 | Rigid constraints with animated parameters will not work as expected if the constraint is hidden in all viewports.
Workaround: To fix the problem, you must remove (not delete!) the affected constraint from the "Constraints" group (under "Environments"). Then, drag and drop the constraint back into the group. This can be done through scripting, also. For example: RemoveFromGroup "Environments.Environment.Constraints", "BallSocket" CopyPaste "BallSocket", , "Environments.Environment.Constraints", 1 This workaround will fix the problem on constraints with animated parameters, but will not prevent the problem if it is done to a constraint that has not been given animated parameters. This fix only needs to be applied once per affected constraint, and will persist when the scene is saved. Animating (or removing animation) new parameters will not re-break the constraint. |
| UDEV00196542 | Muted hinges behave badly when playing back from the cache
Playing back a partially cached simulation that contains a muted hinge with joint limits will result in bad behavior when the cache ends and the simulation op takes over. This is caused by bad initial values on the joint limits on the first frame on simulation. Workaround: Either cache the entire simulation, so the problematic transition from cached playback to true simulation does not occur, or disable the simulation cache for playback. |
| UDEV00160347 | physX is limited to 65536 different materials
Hard-coded limitations within the Ageia physX codebase restrict users to 65536 unique physics materials (elasticity, static friction, etc.) per scene. Workaround: There is currently no workaround for this issue, although it is unlikely anyone will encounter it before the next release.. |
| UDEV00182814 | Simulation with large number of substeps causes strange joint behavior
Using a large number of simulation substeps (more than around 10) will cause rigid constraints that are attached to animated passive bodies to behave in unusual ways. This is especially apparant with long chains of many rigid constraints; for example, a rope made from many linked ball and socket joints. Workaround: There is currently no satisfactory workaround for this issue. The best solution is to use as few substeps as possible, along with joint damping, in order to minimize the effect. |

