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apply the scale? set the origin to geometry? – moonboots Jan 01 '21 at 19:33
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what does "apply the scale" mean? – Oliver Yeet Jan 01 '21 at 19:34
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1Please add images showing your settings for the objects. There is not nearly enough information here to help you. Consider adding a sample file as well. Are all object transforms applied? Are origins placed properly? – Timaroberts Jan 01 '21 at 19:35
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https://blender.stackexchange.com/questions/7298/why-is-it-important-to-apply-transformation-to-an-objects-data – Timaroberts Jan 01 '21 at 19:36
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the origins are fine, how do I apply transforms? I will add images showing settings.. – Oliver Yeet Jan 01 '21 at 19:37
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ok, whenever I apply transformations, the origin goes back to its original spot. – Oliver Yeet Jan 01 '21 at 19:42
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1@OliverYeet any additional information should be added into your question as an [edit]. This does not work as a forum (as a continual post). Comments are temporary bits of information that many users do not bother reading as they are often discarded. – Timaroberts Jan 01 '21 at 19:55
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please share your file: https://blend-exchange.giantcowfilms.com/ – moonboots Jan 01 '21 at 19:58
1 Answers
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For this kind of shape (the zero) using convex hull seems to work better than using mesh.
From the manual page on collisions:
Convex Hull
A mesh-like surface encompassing (e.g. shrink-wrapped over) all vertices (best results with fewer vertices). A convex approximation of the object, which has good performance and stability.
Mesh
Mesh consisting of triangles only, allowing for more detailed interactions than convex hulls. Allows simulating concave objects, but is rather slow and unstable.
In your case, using convex hull stabilizes things much more.
Here is the difference between mesh and convex hull in your case:
Mesh:
Timaroberts
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