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Editor saving out bad transform data for "physics" objects with more then 1 parent layer.


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Posted

We currently have a windsock node that consists of 5 elements.

 

1) Base - ObjectMeshStatic (RigidBody)

2) Pole - ObjectMeshDynamic (RigidBody)

3) Sock - ObjectMeshDynamic (ClothBody)

4) PhysicalWind

5) PhysicalNoise

 

Everything is OK when placing them inside of the editor and saving the world. However strange things start to happen when trying to use the data the editor saves out.

post-1632-0-52066800-1461800807_thumb.png

-The Windsock on the far left has 1 layer parent.

-The Windsock in the middle has 0 layer parents.

-The Windsock on the far right has 2 layer parents.

 

If I look at the transform data for the windsock pole for the far right windsock after saving the world I get the following bad transform data.

post-1632-0-93515200-1461800772_thumb.png

 

And if I then close and re-open the editor it is unable to process the bad transform data and the object dissapears.

post-1632-0-34924300-1461800794_thumb.png

 

It looks like the editor is saving out bad transform data but I am having a hard time determining why without the editor source code.

 

The first really strange part is that this only seems to happen when the Windsock itself has more then 1 parent layer. If there is no parent, or only 1 parent there is no problem.

 

Second really strange part is that it only happens in select areas on the terrain, and I am unable to find a pattern as to why (I want to guess heightmap tessellation issues messing with joint physics on world loading but cant confirm).

 

Do you have any idea what might be causing this? or any areas we might investigate? I am at a loss here.

 

Thanks.

post-1632-0-80058900-1461793681_thumb.png

Posted

Hi Taylor,

 

Right now it is not completely clear what is going on and I'm afraid we never met such issue on our test stand.

 

How do you think, is it possible to check the small (or big) sample for debugging? In my opinion - it will be the fastest possible solution. 

 

We will also try to reproduce this issue on our side.

 

Thanks!

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  • 2 weeks later...
Posted

Hi there,

 

I have put creating a test scene on hold for now as I am busy with other tasks but we were able to fix this issue on our end by disabling all Physicals attached to the object in the editor and only enabling them when initializing the objects inside of the sim.

 

I tried using physicals with all "zeroed" out data and this problem still persisted, it looks like the engine is trying to update vertices positions of the objects within them and for whatever reason fails in certain locations on our terrain. If the engine does not try and update vertices positions until after everything is fully loaded the problem seems to go away.

Posted

Hi Taylor,

 

it's good to hear that you find the workatound for this issue. Unfortunately, we failed to reproduce similar issue on our side and find out the root cause of such strange behavior.

 

We'll be waiting for the test scene :)

Sorry for the inconvenience caused.

How to submit a good bug report
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