Soft and Rigid bodies limitations
 
 
 

Rigid bodies work only with default rotation order

Workaround

Use default rotation order.

Limitation when passive rigid body parented to a hierarchy

Passive rigid body parented to a hierarchy may not interact correctly with active bodies and constraints

Workaround

Put the same animation on the passive body, separate from the hierarchy.

Rigid bodies with negative scales and non-zero pivot points

Rigid bodies with negative scales and non-zero pivot points do not work properly. Duplicating rigid bodies with negative scales can lead to this situation.

Rigid bodies have a different playback result after saving the scene

The cycle involved with the rigid solver causes a different evaluation order. This problem has to do with to the DG evaluation order in a cycle.

Workaround

Before you save the scene that contains rigid bodies, do the following:

Revolve limitation when converting to rigid bodies

Revolve can create an inside-out object when the surface is converted to a rigid body.

Workaround

Digitize the curve in clockwise direction, then select the curve and select Surfaces > Revolve. Or select Edit NURBS > Reverse Surface Direction > and reverse the U direction of the surface/generating curve.

To verify if the surface is inside-out, use single-sided lighting. Toggle off Lighting > Two Sided Lighting and toggle on Shading > Smooth Shade All. The surface will appear dark if it is inside-out.

Duplicate Input Graph limitation

Duplicate Input Graph does not work with rigid bodies.

Workaround

Duplicate Input Graph also duplicates the rigid solver. Most likely this is not what you really want to do. If you just want a duplicate rigid body running off the same solver, turn off input connections and upstream graph checked then duplicate.

Use the Dynamic Relationship Editor to hook the rigid body up to any fields (you can also duplicate fields, if that is what you want to do.) If you really do want a second solver, you can make one at that point using the standard workflow for that operation (see the Dynamics guide for details).

Soft bodies and particles collide limitation

Soft bodies and particles may not collide well with objects modeled using large concave pieces of geometry (for example, the side of an outdoor stairway).

Workaround

Triangulate the geometry.