Diving into bullet solver stuff recently, and having a lot of fun with it.
I’m running into what seems like odd behavior, so wanted to see if anyone else can confirm this is incorrect or expected behavior:
I have a box sop in my actor comp, followed by a transform sop, pushing it down on Y by 1 unit. Then I have a null sop with render flags on which the parent actor comp picks up as the collision geometry:
Then I make a constraint comp, and without any modifications really , out of the box it has the pivot of the constraint raised by 1 unit vertically, opposite direction of the sop transformation.
If I displace the cube up instead of down in the actor comp, the constraint pivot goes the other way, the inverse.
Now, if I cancel out the transform sop totally and bypass it, then transform the actor comp up a unit, it looks as I’d expect:
Anyone have any ideas if this is a bug, or intended behavior?