Anka Chen
Anka Chen
Same here Very confusing.
Hi @StafaH, I think this PR looks good. Please fixed the minor issues that Eric and I pointed out and I think we are good to go.
Yes, you are right, that is a known bug. I will fix it soon.
Yes, Cliffie, you are right. This is indeed a bug. Good catch. I hope I can fix those bugs you brought up today.
Hi Hantao, You’re correct—currently, VBDIntegrator only supports the simulation of triangular meshes. Soft-body functionality isn’t available just yet, but you can expect it in version 1.8.0. Rigid-body simulation will take...
Hi we are planning to implement a rigid solver, please stay tuned. We may introduce AVBD solver to Newton's SolverVBD in a few month.
Hi @CliffieVanR , the bending energy is k_e * (angle - rest_angle)^2. Yes, we've noticed that currently the bending has some issues for non-zero rest angles. Currently, you can walk...
1. Geometric primitive distance queries is supported, just compute the aabb of you primitive and use[ `bvh_query_aabb`](https://nvidia.github.io/warp/modules/functions.html#warp.bvh_query_aabb) to query the bvh or `mesh_query_aabb` to query the mesh. 2. Bvh vs...
Hi [ehsanhaghighat](https://github.com/ehsanhaghighat), thank you for reporting this. However, from you figure I cannot easily tell what wrong. Can you highlight the parts that is wrong? Can you be more descriptive...
Hi Cliffie, I assume you are talking about VBD (vertex block descent) instead of VDB. First, the damping term for the elasticity is controlled by `tri_kd`, not `spring_kd`. Currently, the...