System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87
Blender Version
Broken: version: 2.82 (sub 7), branch: master, commit date: 2020-03-12 05:06, hash: rB375c7dc4caf4
Worked: (optional)
Short description of error
Good morning,
I'm trying to find a solution for a known bug on the Rigid Body.
I speak of "known bug" because on the net I have searched for a long time this topic in the various communities and it is a universally unresolved concept (not even by Andrew Price in an old analogous tutorial in 2.7x).
I refer to the typical example of an iron ball chain that demolishes bricks.
It would seem that Blender's Rigid Body physics "demands" that in cases of interpenetrated hollow meshes (such as chain links), the mesh is exaggeratedly large. The Rigid Body seems to handle small meshes poorly.
In the case of the chain (modeled with rings of about 4 meters each) it works quite well, but climbing the object (or even building it at the start with reduced measures, it is the same thing) the chain literally explodes: the rings come off and there is no any parameter that can regulate this side effect.
I made sure to apply Scale and Rotation of all objects and to position the pivot at the center of gravity of each ring. I also adjusted Friction, Damping Translation and Rotation and Sensitivity Margin. The effect does not change.
Have you found a solution in this regard?
Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
[Based on the default startup or an attached .blend file (as simple as possible)]