I saw that FleX is able to handle soft body interactions, and is also able to simulate more complex interactions (NVIDIA FleX | NVIDIA Developer)
For now, I am creating a soft body using
create_tet_grid and tuned the soft body parameters that kind of mimic sand/soil/mud, but simulation for such terrains isn’t elastic, as in the deformation is permanent. I’m not very sure how to get a more accurate result with permanent deformations.
- If it is possible to simulate sand/mud/soil using the FleX engine in Isaac Gym, can someone help me understand how to go about it?
- If not, can anyone help me understand what each propeties mean in
a. What does
property activationmean exactly?
b. What does
property activationMaxmean represents?
- And lastly, how to tune all the soft body parameters such that the deformation in the objects is permanent, so that it almost mimics a soft soil