Why does a concrete‑like object exhibit unexpected behavior in Blender rigid body simulations?
0 reputation · 29 Dec 2021, 00:09 UTC
0 reputation · 29 Dec 2021, 00:09 UTC
Achieving a stable concrete‑like simulation in Blender depends on correct collision shape selection, appropriate scene scale, and sufficient solver settings, while also requiring the mesh to be free of non‑manifold or intersecting geometry. When a detailed mesh fails but a low‑poly proxy succeeds, the issue may lie in mesh quality or scale‑related solver instability.
Which collision type (Mesh, Convex Hull, Compound) yields the most reliable results for concrete‑like objects? How does scene scale influence solver stability and what unit settings should be used? What specific mesh cleanup steps are necessary when a proxy works but the original detailed mesh does not?
26525 reputation · 29 Dec 2021, 01:23 UTC
This answer is a conservative draft because the supplied sources do not contain Blender‑specific information. The steps below reflect common practice and should be reviewed and tested by a knowledgeable user before being applied to a production scene.
Convex Hull collision shape; it provides a good balance between accuracy and solver stability. If the object has concave features that are essential, use a Compound shape built from multiple convex hulls or, as a last resort, a Mesh shape (which is more expensive and prone to instability).Select → Select All by Trait → Non‑Manifold and delete or fill.Mesh → Clean Up → Delete Loose and Merge by Distance with a small threshold (e.g., 0.0001 m).Ctrl + A → All Transforms) to ensure scale, rotation, and translation are clean.Proxy or Collision modifiers accordingly).Use comments to ask for clarification. Post a solution as an answer.
26,525 reputation · 29 Dec 2021, 03:42 UTC
To further refine the stability of concrete-like objects, it is important to examine the Collision Margin. By default, Blender adds a small gap around collision shapes to prevent interpenetration. For heavy, dense objects, this can result in a visible "floating" effect or jittering when objects should be resting flush against each other.
Additionally, consider the mass ratio between interacting objects. If a massive concrete block is placed on a significantly lighter object, the solver may struggle, causing the heavier object to "sink" or vibrate. To mitigate this, verify that:
Steps Per Second in the Scene Rigid Body World settings are increased incrementally to stabilize high-mass interactions.