Imported FBX Model, Animates, Physics being ignored?

Hi

I have a model imported as FBX, this model is a propeller which rotates over 360 degrees using 60 frames at 30fps.

Unity imports it all great but when my collision objects get hit by the spinning propeller they kind of shudder and the propeller just goes through them. If my objects brush the tip of the propeller then they get bounced off correctly.

I have Animated Physics enabled which changes nothing.

I have also tried changing the solverIterationCount from 7 to 10 and then 50 and it appears to have no affect.

I am using a mesh collider.

Any ideas?

Thanks
Geoff

Solved…

Well, the forums didn’t help this time but I did find a script on the Wiki.

There’s a script there called “DontGoThroughThings” That solves this problem by using RaycastHit for collision corrections on fast moving objects.

Basically my object was spinning so fast that between one frame and the next it had passed through the colliding object so it never actually touched it.

Geoff

How exactly do you use your mesh collider on an animated object?

On static models, it works fine. But I have an animated character (a running man) and I apply a Mesh Collider to him. Then, when i throw some balls at him, they only collide with the initial mesh, his stance at frame 1.

So the character’s mesh animates, but the collision mesh remains still.

Makes any sense? Any insight?

You can not have animated meshes using mesh colliders.
Mesh colliders are for static colliders only.

Animated meshes are normally approximated by a combination of capsule / ellispoid colliders instead.

Yeah - I’ve used the DontGoThroughThings script found on the wiki quite a few times. It’s great for fast moving small objects.