Hi guys, tell me if I’m wrong, but are things in the physics system with smaller masses falling slower than heavier objects?
I am not sure if this is how physics works
I mean I would be glad, if s.o. could prove me wrong
They do fall at the same rate unless you start messing with mass scale.
Technically they should fall at different speeds if inertia wasn’t a thing
I don’t think unreal takes into account air resistance through shape, only simulated dampening via a parameter.
Yes I can confirm that it works for the sphere meshes, but it doesn’t work with my skeleton physics asset. I mean, I could do some more experimentation by locking the constraints, so that no energy is transferred, but in my experience the phenomenon is more robust. Maybe I’ll find out more.
UE5.2, bone mass varied (not the total skeleton mass), dampings on 0.0 and 0.01, inertia 1.0, mass scale 1.0 (never made a difference after all in 5.2).
Btw. what do you mean ‘should have differnt speeds if inertia wasn’t a thing’? I’d said, objects would have same speeds, if inertia wasnt a thing. I had said, the inertia makes a difference fast sth. accelerates, but the acceleration on the objects by gravity is constant ? (disregarding air resistance of course)
It just inertia counteracts the speeding up of heavier objects because you have to put in more force to set them in motion (they have more resistance to starting the motion) so it balances out.
Haven’t tested it with skeletal meshes. Are the two in your video the exact same instances or can they have different internal parameters for parts of the mesh?
It seems the hanging ball rips off one of the meshes like the constraint breaks mid-flight
yes I cross-checked if there is any difference besides the mass of the root, but no success so far. The smaller faster flying balls are not constrained.
It’s as if the green ball underneath the left skeletal mesh is slowing it’s fall.
It that is not part of the mesh?
If not, see if you move it out of the way then do both skeletal meshes fall at the same rate?
so these are direct copies, they share the same physics asset, only in
blueprint the mass of the root bone is changed.
So these are 100kg, 10kg and 1kg respectively. 0.1 kg lets it (nearly) float anyways. there are a bunch of constraints inside though
so after setting all constraints to ‘parent dominates’ then there seems to be no difference in the falling speed. I am not completely sure, because the fps are a lot higher.
Also ‘mass conditioning’ in 5.2 which is on by default, says that it might cause unrealistic behavior, and it seems to be more realistic now when switched off
Congrats on getting more constant results