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Removing cloned objects from scene – problem/bug

Home Forums Programming Removing cloned objects from scene – problem/bug

Viewing 7 posts - 1 through 7 (of 7 total)
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  • #33595
    matthew
    Customer

    Hello guys,

    I seem to have problem regarding removal of objects inside of my physics-enabled scene. The purpose of my app is to stack objects on top of each other according to actual physics but I seem to encounter problems while removing objects from scene. I do this with “snap body” physics to attach them to an empty object outside viewing distance, mainly because removing physics body seems to be only removing rendered objects but it’s geometry remains hence stacking of objects on top of each other is messed up. Below I attach a screenshot with puzzles executing the program (displaying console that shows objects from array).

    Konfigurator-bug-QS

    How do I remove objects completely (as in destroying them wholly) from scene so I don’t end up with a mess of meshes? :scratch:

    #33606
    matthew
    Customer

    Update: Remove physics body seems to produce similar results – as in removed objects (and their partial geometry) stay on the scene even tough they disappear from the array/list. Please advise as to what should I do? Or maybe it’s the problem with the models?

    Konfigurator-bug-2-QS

    #33610
    matthew
    Customer

    Update 2: I recreated the problem using regular shapes from Blender (with applied scale of course), results are the same, so it seems that the problem is not related to models, but something is definitely not right. Image with every puzzle used below:

    Konfigurator-bug-3-QS

    #33613

    is it really necessary to use physics for stacking objects? you could measure their dimensions and use the set position puzzle to place them on top of each other? just a guess

    Chief 3D Verger | LinkedIn | Twitter

    #33615
    matthew
    Customer

    Hi Yuri, I already tried that but my problem is there’s 13 different kinds of objects to stack on top of each other and the problem with that approach would be – what if user decides to remove an object that is in the middle of the tower and the objects don’t move accordingly since they’re not responding to changes in the scene. I already tried that approach, but it failed. Maybe you could help me out with that? Or tell me what’s wrong with the physics engine : )?

    #33671

    Hi,

    I think using constraint puzzles with physics is not right, even if they are presented in the same category.

    Chief 3D Verger | LinkedIn | Twitter

    #33673
    matthew
    Customer

    Hi Yuri,

    thank you for your reply. Will experiment some more and if I come up with a solution I will try to post it. Thanks for your help.

Viewing 7 posts - 1 through 7 (of 7 total)
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