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Help Drag a two sided attached rope - Printable Version

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Drag a two sided attached rope - noman fareed - 12-04-2020

I have implemented a rope I need to stretch the rope at a point like I did in this given linked video
https://1drv.ms/v/s!AkGarI_8WKB3hmOFK6hS12V4zMap
I used a collider to drag a rope but at fast speed the collider passes through it often and more over I need to stretch it the same way upward so kindly suggest me the way to do this perfectly without using collider.


RE: Drag a two sided attached rope - josemendez - 13-04-2020

(12-04-2020, 11:11 PM)nomanĀ fareed Wrote: I have implemented a rope I need to stretch the rope at a point like I did in this given linked video
https://1drv.ms/v/s!AkGarI_8WKB3hmOFK6hS12V4zMap
I used a collider to drag a rope but at fast speed the collider passes through it often and more over I need to stretch it the same way upward so kindly suggest me the way to do this perfectly without using collider.

You can't do this perfectly: overstitching a rope will open gaps in its particle-based representation, allowing collider to pass trough.
I'd recommend:

- Add a ObiParticleRenderer component to the rope, to be able to view its particles and debug collisions:
http://obi.virtualmethodstudio.com/tutorials/particlerendering.html

- Increase the amount of substeps in the updater, to increase simulation quality (the rope will stretch less):
http://obi.virtualmethodstudio.com/tutorials/updaters.html

- Try increasing the mount of distance constraint iterations:
http://obi.virtualmethodstudio.com/tutorials/obisolver.html

For more info on how timestep size/substeps/iterations affect the simulation, see:
http://obi.virtualmethodstudio.com/tutorials/convergence.html