Applying force/impulse

Hello there.

I’m confused about applying force/impulse pretty much.
Applying anything lower than 10,000,000 multiplied by direction does not produce any results most of the time, and even after applying that amount, bodies move just a little, no matter what their mass is.

What am i missing here?

Thank you.

Oh, seems like i don’t miss anything there, since rolling template applies torque of 50,000,000…

So, why are the numbers so big?

(late answer, but for others searching. It’s the first entrance I found)

In the Force/Impulse nodes should be a checkbox labeld “Accel Change”. This way the function ignores the mass of the object, resulting in lower input required (in most cases).
Note: Without “Accel Change” Torque/Angular Impulse nodes take mass and bounding box scale into account.

Force and Impulse Difference (just good to know)

From a forum post of the user jimmyt1988 Addforce and addimpulse - #6 by jimmyt1988

Just as a side note. “Impulse” in
physics is a force over a period of
time. So it may confuse some people.
Just worth noting.

Change in momentum (Or Impulse) = the
force applied multiplied by the
elapsed time

So I understand why you’re confused at
the wording here because you’d
consider deriving a proportion of that
elapsed time into segments (frame
time). But I guess that’s not what it
does (Considering The Beej’s

…on the other hand…

If we consider that the Impulse is, as
it stands, already taking into account
that entire system of change… it, in
itself, is the value of that
computation. I suppose you would
consider it to make sense if we were
instead to say: “I am applying this
impulse, not as a function of time,
but rather the value of that function
of time. Ergo, it has already been
computed - Thus it’s an immediate and
entire affect”

… Still. worth noting.

So if you add an Impulse of 1.0 and wanted to neutralise that at e.g. 35FPS with the Add Force Node, you would need to apply a value of 35.0 in the opposite direction (everything done with “Accel Change”).