Also, if the chain isn’t the main focus of your scene, do the simulation in a different file and import it as a mesh cache. Chains are considered as convex hull by default You should convert each chain to set of spheres with vdb to spheres Hip file is attached for more info. I just discovered that somehow, despite my consciously paying attention so as not to have this happen, what was apparently causing my chain to explode was that i had inadvertently selected another object when box selecting my chain links, and had added the rigid body properties to it as well. I was following a tutorial for making a realistic chain where you use rigid body physics to make a chain fall on a plane
I'm trying to use this technique in one of projects, but i can't get it to work. I have worked with a few definitions that use collisions between interlinked meshes (example Check the physics models you have selected and ensure they are appropriate for what you want to simulate If the simulation has trouble converging, reduce the complexity and build it back up. Do you need a full chain simulation, i.e With every chain link moving independent of each other, or would a rope simulation be sufficient (i.e
My *personal and relatively inexperienced advice* is to ruthlessly cut back the parts of your simulation that aren't an absolute priority (in this case the priority seems to be the pin constraints and collision detection with the disc), test the results of simpler simulations, and then build it back up to identify where performance issues are. On your chain, in the physics asset, you need to select the physics capsule on the bone that is attaching to the socket and set it’s physics from default/simulating to kinematic It disables physics on that one bone and will anchor instead of fall when you attach it.
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