Hi,

I found some way to tune ode.World behavior (World.ERP, World.CFM, 
World.contact_surface_layer, etc).

I also found out the way to change contact joints properties during collision 
(contact.mode activation flags with the binary masks and its parameters : 
contact.bounce, contact.CFM, etc).

When I reduce idler round value to 0.01 (instead of 0.03), add some mass and 
add contact.CFM and remove slide efect (mu=infinity) I manage to avoid 
penetration.  But land seems spongy(sic?) and sticky (like marlemade).

I cannot get the sphere bounce or roll when I throw it against the land. 
Nobody using soya.ODE to explain me what happens ? (I use soya 10.1)

I will make some test without soya land to see if I get the same behavior... 

Bye.
Jacques

Le Samedi 22 Avril 2006 01:03, Jacques Rebourcier a écrit :
> Hi,
>
> I try to understand ODE bindings with buggy.py script in tutorial.
>
> I replaced the car by a simple rigid body a sphere, wich is rendered with a
> soya sphere volume. A removed all the group of joints for the car. I also
> removed all the keyboard controler stuff to move the car. So the sphere is
> just falling to the land. I expect to see my sphere bounces and roll on the
> land.
>
> When the sphere enters in collision the land, it is blocked for a short
> time, then continue to be "pulled" by its gravity through the land, after
> some resistance and slow penetration, the  sphere finally traverse
> completly the land and continue its fall.
>
> I tried to change, the mass value of the body or the gravity of the ode
> world. Without success. I have seen an explanation in ode manual, but I
> don't know how to set these parameters with this soya binding.
>
> [
> Sometimes when rigid bodies collide without restitution, they appear to
> inter-penetrate slightly and then get pushed apart so that they only just
> touch. The problem gets worse as the time step gets larger. What is going
> on?
>
> The contact joint constraint is only applied after the collision is
> detected. If a fixed time step is being used, it is likely that the bodies
> have already penetrated when this happens. The error reduction mechanism
> will push the bodies apart, but this can take a few time steps (depending
> on the value of the ERP parameter).
>
> This penetration and pushing apart sometimes makes the bodies look like
> they are bouncing, although it is completely independent of whether
> restitution is on or not.
>
> Some other simulators have individual rigid bodies take variable sized
> timesteps to make sure bodies never penetrate much. However ODE takes fixed
> size steps, as automatically choosing a non-penetrating step size is
> problematic for an articulated rigid body simulator (the entire ARB
> structure must be stepped to account for the first penetration, which may
> result in very small steps).
>
> There are three fixes for this problem:
>
>     * Take smaller time steps.
>     * Increase ERP to make the problem less visible.
>     * Do your own variable sized time stepping somehow.
> ]
>
> Someone can help me ?
> PS : Sorry for my bad English, not my first language (i am french)
>
> Good WE
>
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