How should collision problems be confronted?Collision detection and response can be responsible for making a simulation run extremely slowly. If your simulation runs properly and without warnings, but takes a great deal of time to compute, see What can cause a simulation to be computed extremely slowly?. If your simulation yields warning messages and collisions seem to be the culprit, read on. WM3D uses a complex algorithm to effectively compute collisions. Occasionally however, two bodies will collide in such a way that the response is extremely difficult for the algorithm to compute. This document presents a good approach to diagnosing such collision associated problems. The italics writing below is intended to be a step by step explanation of how to accomplish what is described. For example, Edit - Select All means go to the Edit menu and select Select All. 1. Turn off all collisions to confirm that collisions are responsible for the model's problem.
If the model's problem persists there is more to the problem than collision anomalies. See How should warning messages be interpreted when eliminating problems in a model? 2. Redefine collisions one-by-one to ensure that only those bodies that you wish to collide are set to do so.
Run the simulation after each collision definition until the warning reappears. 3. Reduce the Animation Step (try by a factor of 10, then 100, then 1000) in the Simulation Accuracy dialog.
Run the simulation to see if the problem has been solved. 4. Set the Coefficients of Restitution and Coefficients of Friction to 0 for all of the colliding bodies.
WM3D may respond to contact anomalies by issuing either of the two following warning messages: Versioni pertinenti: Working Model 2D, visualNastran 3D Motion, 4D, SimWiseData ultimo aggiornamento: 2 settembre 2011
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