Hey all!
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.
Sounds to me like it may be a bug, either in the constraint viewer or the constraint itself. Any idea if what you see in the constraint viewer accurately reflects the constraint?
If you’re modifying the underlying SOPs it could also be that the collision shapes are out of date and need to be updated.
I think it has to do with the constraint itself, not the viewer representation, though I’m not so sure as the actor reacts strangely, it also has some weird axis skewing that causes the actor to rotate on a plane that changes or is really odd. hard to explain, so attaching a similar file here: