Bullet Known Limitations

The following are the known limitations for this version of Bullet plug-in.

General

  • Bullet nodes must have unique names to avoid namespace conflicts.
  • Bullet's internal units are in metric (meters) and do not perform correctly when Imperial measurements are used. If the Imperial system is required, maintain system units in centimeters and then change the physics settings to compensate, such as changing Maya Gravity settings from 9.8 to 980 kg for mass changed from 1kg to 1000kg.
  • After duplicating Bullet objects, you may need to rewind to start frame of the Maya timeline to see the correct result.
  • The Bullet node structure not ideal for modifying or deleting.
  • The soft body OpenCL solver acceleration is experimental and has a number of important limitations. The OpenCL soft body acceleration is limited to cloth and not volumetric objects. It only supports interaction with rigid bodies with capsule collision shapes. There is no interaction between other cloth bodies or between rigid bodies. The interaction between cloth and rigid bodies is one way meaning, a rigid body can influence soft body but a soft body cannot influence a rigid body.
  • Bullet 2.8.1 OpenCL acceleration does not support soft body to soft body collisions.
  • Bullet 2.8.1 OpenCL CPU and GPU accelerated solvers only support capsule as the Collider Shape Type. Other Collider Shape Types are not be recognized by these solvers.
  • Bullet 3.0 - there are some limitations if you enable this version of Bullet. See Bullet v3.0.

Bullet Solver

Rigid Body, Soft Body, and Ragdoll